250,076 Commits over 3,959 Days - 2.63cph!
Added missing outputs to func_healthcharger in the .fgd
Also remove duplicate ClearAllOutputs from the FGD
Added COLOR:Lerp
"boolean" and "number" support for util.StringToType
Improve map NPC name detection further
Fixed Alyx's breathing breaking her other voice lines
Update surfaceproperties.txt
DNumSlider:SetEnabled affects the label as well
Fixed DNumSlider default value resetting not working correctly
Added string.NiceName
Half-Life 2 map categories are done by map names directly
Fulfills garrysmod/pull/2091
DLabel text color behavior changes
* SetHighlight always overrides SetDark and SetBright
* SetBright and SetDark disable each other
* Different color for disabled labels
Do not replicate certain Sandbox convars
Block "Miscellaneous Symbols and Arrows" unicode block in server browser
sent_ball Hammer support
New env_blood options
Improve documentation of "Cast entity shadows" option in Hammer
More logical func_button defaults
Bump "mat_hdr_level" problem severity
Fixed DForm description in code
Finger poser updates correctly on entity loss
Faceposer flex groups
https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg
Use string.NiceName where appropriate
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player_manager.GetPlayerClassTable(Player ply) (#2038)
* player_manager.GetPlayerClassTable(Player ply)
A method to access a player class table more quickly.
While it's nothing new - as we can already access the table of player classes and index it - it's a bit more elegant and performant, as it doesn't have to create a deep copy of the whole table.
Prompt before closing scene/prefab tab with unsaved changes
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Blue variant + texture tweaks
HL2 map categories are done by name
garrysmod/pull/2091
Improve map NPC name detection further
util.StringToType supports "boolean" and "number" types
Added player_manager.GetPlayerClassTable (Community Contribution)
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Make sure Top 2D view isn't flipped 180deg
(Makes everything face upright at default rotation, perfect for 2D games)
We should be able to null these out
death shadow opacity
grenade sprite
explosion sprite
tweak explosion colors
magnet sprite
soul sprite
remove OffsetY
exploder wip
Travelling Vendor Revisions -> Main
Fix possible NRE in OnHostRespawn()
Phrases rebuild
Adjusted default steering smoothing
Add IBytePackConvert support to Component and GameResource
Add add IBytePackConvert to a class to specify how it should be serialized/deserialized with BytePack (similar to IJsonConvert). Implement for GameObject.
Increased max speed of vendor
Added convar to increase max speed - if you go crazy and the vendor can't stay on the road then its your fault
Damage modify event rework (#164)
* Every player's ArmorComponent was modifying every bit of damage taken
* ArmorComponent wasn't always before PlayerGlobals was modifying damage
* Split into ModifyDamageTakenEvent / ModifyDamageGivenEvent / ModifyDamageGlobalEvent
VR: Get skeletal data from OpenXR
VR: Match controller positions with SteamVR ones, which better represent where the controller is
VR Input cleanup
Update Facepunch.XR to d7212d3, fixes broken digital actions
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InputBooleanActionState state is uint32_t for interop
Remove unused from filesystem
IWorldReference doesn't need to be ref counted
Unmount vpk on map unload properly
Call ServiceWorldRequests to finish destroying map instance, create HammerSession
Added an icon for equip hood radial menu option
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Only serialize NetworkMode, NetworkInterpolation, NetworkOrphaned and OwnerTransfer in GameObject.Serialize if they are not their default values
Expose per weapon configuration of ironsights fire anim scale
Fixed kill command not working for non-host players - route through host
Buff the trace size, max range of knives
edited blunderbus 3p aim anim so the gun is held correctly
viewmodel blunderbus reload anim edited so the shoulder does not clip into view
Fixed static Authority RPC checking permissions against the wrong attribute and messages should be sent to the host and not broadcast
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It's possible that PlayerState.Local isn't actually set yet here - so check IsValid
Enable sensors for triggers
Re-mapped weight curves to relaxation values
- also reorganised cloth material SO to make it a bit more readable
Check index is >= 0 or <= Count when using ObservableCollection<T>.Insert in NetList - otherwise use Add instead
Get rid of these single body casts, they're not being used
some chain material setups
fixed wrong rotation constraint axis being used for one of the limits
basic gizmos on constraints