193,467 Commits over 4,079 Days - 1.98cph!

3 Months Ago
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3 Months Ago
Incendiary ballista impact fixes.
3 Months Ago
med ak mag drop model meta update
3 Months Ago
med ak entity - setting up anim events & effects for mag drop - now uses own animator & anims (to call bespoke mag drop anim event) - name changes to match existing model conventions - removed unnecessary prefabs
3 Months Ago
Use log instead of error when long recursion is caught in fsm, and add additional debug information to the message
3 Months Ago
Various ballista projectile things Incendiary bolt testing the new hit code (bug: still spawning arrow stuff)
3 Months Ago
Wheat all growth stages and prefabs
3 Months Ago
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3 Months Ago
primitive -> Aux2
3 Months Ago
Continuing work on zigg shell (decals, modeling, vert paintig) WIP
3 Months Ago
Fix mini crossbow pushing some NREs
3 Months Ago
Merge from consume_food
3 Months Ago
Renamed food_pie_generic.viewmodel to food_pie_generic.viewmodel_placeholder to be clear
3 Months Ago
Add muzzle position to mini crossbow (spawns projectile at the right place 3p)
3 Months Ago
Merge from cookingv2
3 Months Ago
med ak - rigged worlmodel, brought mag into file - initial 3p entity setup
3 Months Ago
Generic pie entity and VM prefabs. Pie specific items (chicken as initial test)
3 Months Ago
exported tiger run to 180 anims so the pelvis follows the root motion joint consistently
3 Months Ago
Added Two New Catapult Stone Ammo Models Added A Cluster Model to use in the Catapult Basket Removed Old Catapult Stone Ammo Textures and Replaced them with a new combined textures Updated prexisiting prefabs to use new textures.
3 Months Ago
Hook up new food view model script to placeholder food vm. Link to food entity.
3 Months Ago
Some very initial food VM code /setup
3 Months Ago
Incorrect effects path fix
3 Months Ago
Use 'UseCustomEffect' instead of is valid check
3 Months Ago
Merge from /main
3 Months Ago
Added ability to inject custom impact effects - Supports client predicted effects and server effects - Supports various types of position offsets - Supports various types of normal orientation - Supports overriding returned effect path
3 Months Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
3 Months Ago
Loop fix
3 Months Ago
Merge from /main
3 Months Ago
Guide mesh change
3 Months Ago
Added Consume server RPC to food entities. Inital OnInput for food held entity, trigger eat when you press reload for now. Don't belt-eat food items that have an item mod and valid entity prefab. Added BlockBeltSelect virtual check to ItemMod. Codegen.
3 Months Ago
3 Months Ago
Hammerhead impact
3 Months Ago
Update FGDs to include gmod specific additions rollermine spawnflag, beam_spotlight SetColor Prevent singleplayer tool ghost from saving in saves as a prop gmsave.SaveMap now respects Entity.DoNotDuplicate fully Update gmod.code-workspace Merged Pull Requests * Use render.PushRenderTarget instead of render.Get/SetRenderTarget * Main menu news panel now has rounded corners * Added ability to copy sandbox tool class names via right clicking Pull Request - Improve skypaint matproxy performance Do not crash with "bad inline model number", show a warning Pull Request: Replacing CPanel:AddControl calls from Sandbox Pull Request: Do not penalize full servers in the ranking Since we now have a way to queue to join the server if its full it makes even less sense to penalize them. Pull Request: Micro optimization for ents.FindByClassAndParent Increase MAX_MAP_BRUSHES from 16384 to 65535 Expand "Map %s is missing" disconnect in the other place too It wasn't displaying the info about cl_downloadfilter. Display HTTP error when FastDL fails and its not a 404 Fixed the game not downloading maps if bz2 version exists locally Unify how ITex/IMat:GetColor pushes color to Lua Merged Pull Requests * Do not display effect rings with Gravity Gun equipped * Update jQuery and reduce reliance on it in main menu, as well as lazy load images * Added math.IsNearlyZero and math.IsNearlyEqual Fixed some compile warnings Merged Pull Request: New Color methods * Added Lua implementations of HSVToColor & HSLToColor for higher performance and ensuring it has the color meta table * Added HWBToColor * Added COLOR:ToHWB() * Added COLOR:GetHue, SetHue, AddHue * Added COLOR:GetSaturation, SetSaturation, AddSaturation * Added COLOR:GetBrightness, SetBrightness, AddBrightness * Added COLOR;GetLightness, SetLightness, AddLightness * Added COLOR:GetWhiteness, SetWhiteness, AddWhiteness * Added COLOR:GetBlackness, SetBlackness, AddBlackness Remove math.IsNearlyZero as it is just too similar to math.IsNearlyEqual Fixed bone manipulated entity's render bbox exploding For some models (probably with procedural bones?), if bone manipulated, the renderbounds can explode drastically due to bones that are "unreadable", negatively affecting shadows as well. Read kb_act.lst from MOD Added Entity:Alive
3 Months Ago
Update screenspace_general shader with some CS:GO features Removes $X360APPCHOOSER (Use $VertexColor) Adds $VERTEXSHADER Added most CS:GO params except for C4* and C5* params Restored "JellyFish" shader Compiled shader files Added CTakeDamageInfo:Set/GetWeapon() FireBullets sets the inflictor to the weapon firing the bullets for HL2 weps Base weapons SetWeapon on CTakeDamageInfo Also set correct inflictor where necessary, such as NPCs shooting weapons More corrections for damageinfo weapon/inflictor HL1 weapon inflictors/weapons Enable sv_parallel_sendsnapshot by default. Display a warning when async file read operation tries to read OOB Prevent .ani files from loading if they would crash the game i.e. if the .ani file does not match the model it supposedly is for Remove debug code from C_BaseFlex::SetupWeights CTriggerWateryDeath applies correct inflictor/attacker Damage scaling based on skill convar only happens from NPC damage in GMod Merge Pull Request More spawnmenu localizations Remove redundant category for npc_tf2_ghost Merge Pull Reqeust Use an already existing local variable in toolgun HUD, instead of re-retrieving mode Added "starlayers" to env_skypaint in the FGD Also mention the skybox texture name requirement in the description.
3 Months Ago
Test switching food items. Added second test food item.
3 Months Ago
medAssaultRifle 4k cinematic textures and materials
3 Months Ago
Final refactorings: FastDebugDraw is now InstancedDebugDraw Added ConVar to switch between old and new system. Added UnityGLInterceptor as a base to UnityGLEmulator to intercept Unity.GL calls but avoid breaking classic DDraw. Opted for nested types instead of overly long namespace names. Exhibit proper resource management in InstancedDebugDraw as well as InstancedDebugMeshGenerator.
3 Months Ago
Very initial test food vm/held ent setup
3 Months Ago
- added new flying bee model, texture and material. - updated walking bee material and textures - added walking bee VM
3 Months Ago
View model block out animations for the pie
3 Months Ago
Fixed junkyard car shredder not displaying any LODS
3 Months Ago
merge from primitive
3 Months Ago
Call Entity:SetCreator on all Sandbox spawned entities Allow comments and trailing commas in JSON parsing Fixed Lua error when gmod_cameraprop and entity driving
3 Months Ago
horse ragdoll passes collision events back to be handled properly as fall damage
3 Months Ago
sar 3p straight ahead (zero spine rotation) anims
3 Months Ago
make sure we aren't setting the horse angular velocity when its rigibody is kinematic
3 Months Ago
Normal variation now scales the legs animator hip blend speed (both on client and server), this helps reducing the brutal hip rotations when riding on uneven terrain ClientUpdate now packs throttle, steering and avoidance inputs into one byte
3 Months Ago
rustplayer avatar update (added spine 4 as upper chest)
3 Months Ago
put original tiger run hit anim back in and edited unity settings for tiger fire and run atk anims
3 Months Ago
Refactor FastDebugDraw to use the new base classes, fix a bug with lingering instances and add a public API that matches with DDraw.