138,088 Commits over 4,324 Days - 1.33cph!

9 Days Ago
Buildfix: undefine local GetFromGrid method when in None mode Tests: None builds
9 Days Ago
- Fix lod border cells, and negative cells - Change mesh master to only 3 submeshes - Change instance offsets and arguments for new approach
9 Days Ago
Update: PoolAnalyzer - support ArgList syntax in ObjCreationSyntax - debug bin built from 0fbab248 C+S Editor now boots! Now to check individual modes Tests: unit tests + started editor
10 Days Ago
Added multi selection in the node graph
10 Days Ago
Update: PoolAnalyzer - further reduce false-positives - better escapes for await, try blocks, using statements - debug bin built from a2005dd2 Only 2 false-positives remaining in C+S Tests: unit tests and started unity
10 Days Ago
10 Days Ago
Can now Tee-Off from the Tee
10 Days Ago
Start on Deployable tests. Wrote a bit of a monstrosity to check for whether the groundwatch layers match where the item can be deployed (but it seems to work well) Finds 8 such cases where its misconfigured, no false positives
10 Days Ago
- Players can't kick golfballs - Add drag on the ball so it doesnt roll forever - Add bounciness
10 Days Ago
golf tee dressing
10 Days Ago
Make jump/land sounds play for non local players * Also made Player:PlayStepSound volume argument default to 1 * Fixes Player:PlayStepSound not really doing anything in multiplayer Added game.Get3DSkyboxInfo Returns table with "origin" and "scale" keys. No function arguments. Send replicated convars in batches of 128 * This fixes an overflow/network channel corruption issue on server join when the server tries to send over 255 replicated convars to the client. Remove some unused stuff * Removes CRC calc for game_sounds_manifest.txt loading, since the CRC is never used. * Removes CGarrysMod::SetupSoundsManifest Reload soundscripts when games are mounted * This fixes no voice lines playing in Half-Life 2 maps when the game was started without HL2 mounted, and then HL2 is mounted. Minor cleanups in multiplayer animstate * Make flDeadtime in prediction use correct data type * Removed a bunch of unused fields in MultiPlayerPoseData_t * Reduce amount of LookupPoseParameter calls
10 Days Ago
- Fixed swap to driver popup not working
10 Days Ago
Create item for golf hole bucket - can now place it
10 Days Ago
Update: PoolAnalyzer - in cases of assignment, scan all block hierarchy up to local var declaration block - debug binary built from cb708ddf Down to 15 confirmed false-positives (5 different types) Tests: unit tests + started unity
10 Days Ago
- Improved hitting workflow again - Will now auto dismount if you've hit the ball then walked after sending it - Fix phrases not poping off
10 Days Ago
ao tweaks
10 Days Ago
deployable golf tee initial setup
10 Days Ago
- Player no longer auto dismounts after golfing. Stays on the mountable until space is pressed, this stops you getting disorientated - Dont draw trajectory if you have shot your ball
10 Days Ago
Show phrase when swapping golf club type
10 Days Ago
Ensure mountable dies when dismounting from a ball
10 Days Ago
Missed file
10 Days Ago
Update: PoolAnalyzer - check finally and using blocks - debug binary built from b28334fc Down to 48 potentially false-positive errors Tests: unit tests + started unity
10 Days Ago
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10 Days Ago
Basic ItemDefinition tests, checks dlc items are not researchable as well as missing sounds Finds 6 missing phys impact sounds Add descriptions, regenerate testlist
10 Days Ago
Update: PoolAnalyzer - more escape cases - recursively process expression statements to detect deeply nested escape cases - add support for field initializer escapes - debug binary built from e61378eb Currently detecting 54 errors (still a bunch of false-positives present) Tests: unit tests + started unity
10 Days Ago
Set power node fixes
10 Days Ago
Data cable icon updated
10 Days Ago
Apartment complex B / small and large greyboxes Added prefabs to the scene
10 Days Ago
Update: PoolAnalyzer - escape analysis if assigned to a variable as part of method arg list - debug binary build from 8b392070 Currently seeing 60 errors in C+S (3 valid, 2 false-positives, rest unknown). Tests: unit tests + launched unity
10 Days Ago
Add TriggerParent
10 Days Ago
Fix buoyancy submerged states being incorrect while batching. Slight perf improvement from no longer calling submerged callbacks for no reason. (thanks BlackLightning)
10 Days Ago
reduced size of cable heads in the viewmodel
10 Days Ago
set up 3p data cable
10 Days Ago
Add Construction component so the sockets actually work and add 2 extra window sockets
10 Days Ago
Support multiple TestParameterSource attributes Can now have more than one parameter source per test, they get combined
10 Days Ago
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10 Days Ago
Biome experiments / backup
10 Days Ago
data cable viewmodel setup, model name changes
10 Days Ago
Basic worldmodel tests, already catches 30+ misconfigured ones
10 Days Ago
Add sockets for doors and a window to the trailer
10 Days Ago
- New Iron position - New Driver position - Better hand IK positions
10 Days Ago
Update: PoolAnalyzer - handle more valid cases - added support for Dispose handling - added if(obj != null) Free(ref obj) handling - added support for using directives (both scoped and inline) I give up on trying to handle local data flow involving pooled objects - there's just too much work here Tests: unit tests + started unity (our Pooling unit tests no longer flag false-positives, this was kind of funny)
10 Days Ago
Codegen
10 Days Ago
Scale trailer hackweek entity by 2.5x
10 Days Ago
Allow towing attachments to scale the force before the joint breaks on a per-prefab basis - instead of changing global convar for hackweek each time I load the editor
10 Days Ago
- Can swap between putter, iron and driver by pressing CTRL when mounted to the ball - Clearup and rewrite the club system (AGAIN) - Reset and replace the position target transforms
10 Days Ago
Added data hub item, acts as a data combiner - 3 inputs 1 output
10 Days Ago
exported golf swing anims
10 Days Ago
10 Days Ago
Plugged the viewmodel prefab in