193,446 Commits over 4,079 Days - 1.98cph!

11 Months Ago
Get rid of checking for scene in standalone build - asset bundles don't want to tell you if scene is there - rare error: won't occur once build process is normal
11 Months Ago
IK trike passenger's hands when they're not holding anything
11 Months Ago
Enabled 'allow crouching' for rock paper scissors gesture
11 Months Ago
Merge bikes -> Main
11 Months Ago
Fixed pedaltrike not working with spawn command
11 Months Ago
Merge main -> Bikes
11 Months Ago
Fixed minicopter front wheel collider position
11 Months Ago
Adjust heli sleep threshold
11 Months Ago
Enforce delay between engine off and sleep checks
11 Months Ago
Parent merge
11 Months Ago
Mrege from main
11 Months Ago
textures that plastic forgot to commit in 99328
11 Months Ago
(more) final textures, deleted wip textures, set up materials correctly, added lights to prefab
11 Months Ago
Enable batching on low container walls
11 Months Ago
Use cdn hosted icons for Rust+ items instead of exporting them separately
11 Months Ago
Fix render batching not refreshing after color is changing Pass color to batching directly instead of pulling from MeshRenderer Fix batching not resetting detail color MaterialPropertyBlock when returning to pool
11 Months Ago
Merge scripts/talker/* with episodes
11 Months Ago
view model handcuff animation wip
11 Months Ago
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11 Months Ago
Motorcar sidecar - updated lod group settings
11 Months Ago
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Motorbike - updated ik positions on hands & legs - tweaked mount position to avoid mesh clipping & Ik locking out issues
11 Months Ago
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11 Months Ago
Power boost to stop struggling on hills Logs removed
11 Months Ago
work on LODs for radtown storage warehouse
11 Months Ago
Do wheel rotations in quaternion space to avoid gimble lock Further clientside angle adjustments
11 Months Ago
Clientside axle and wheels now follow serverside position FX effects added for different terrain types Wheel and axle rotation setup for the correct axis All references now swapped over to use VisualCollider WheelColliders now shared
11 Months Ago
Fixed some more compile warnings Bump game_text max duration to 1 hour Block scriptenforcer.net as it's being abused now Default "skill" to 2 (normal) Fixed a crash to do with soundscapes after map cleanup Fix "skill" cvar affecting non NPC damage to player
11 Months Ago
Added and Setup Vintage Wardrobe Prop Prefab Added and Setup Vintage TV Stand Prop Prefab Adjusted Tileable Vintage Wood Textures to have more roughness
11 Months Ago
merge from spawnview_command
11 Months Ago
Removed console command descriptions truncation to max length 100, the UI already truncates them when theres no space left
11 Months Ago
Fixed spawnview command ignoring the debug camera roll
11 Months Ago
merge from main
11 Months Ago
Fixed dynamic pricing not being applied
11 Months Ago
radtown apartments check in
11 Months Ago
merge from main
11 Months Ago
test scene changes
11 Months Ago
some initial balanced values for some cloth assets
11 Months Ago
improved burstcloth - replaced hard positional constraints for length and shape to force based spring system approach, aiming to give artists more control over the bounciness of joints but also allows motion to propegate better - sibling constraints are also treated as length forces - removed now-unused fields from material - other small improvements to reduce overhead
11 Months Ago
Fixed incorrect tangent when checking pull over position validity
11 Months Ago
Reference wheel colliders through VisualCarWheel VendorVisuals initial setup
11 Months Ago
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11 Months Ago
Set up bicycle kickstand
11 Months Ago
Refactored pull over point code to work with points behind the vendor Players in noclip will now not be put into the blockers list - this will prevent the vendor from driving off when content creators are trying to make videos
11 Months Ago
Missed files
11 Months Ago
Angle and height check on pull over positions Added no build area to front of vendor and moveable no build sphere to pull over position in order to prevent griefing when a pullover point is decided Setup combined rig with vendor code Cleanup
11 Months Ago
Apply the fix for NPC death animation blending garrysmod-issues/issues/5891 Do not precache particle materials on the server (game.AddParticles) Allows particle materials to reach 0 refcount on disconnect from singleplayer, and also makes no sense to precache particle materials serverside anyway. Show "Unknown Addon #X" as invalid in addons menu So there's no confusion why they don't appear in-game. Make sure to restore gamemode on server disconnect to what it was file.Remove returns success Potential fix for a sound DSP crash Prevent NPCs complaining about sequence -1 This could happen when a combine solider has no gun and tries to chase the player. Fixed NPCs complaining about bone access on death HL2 model changes * Moved stalker model to overrides/, next to other override models * Include EP2 combine mine model, so its skins appear on that EP2 map * Include EP1 ceiling turret model so it functions correctly when dry firing Fixed "skill" no doing anything for HL2 content Also enable Alyx darkness mode Correct AIClassText for some CLASS_ enums Also block "skill" from being modified by Lua ( game.SetSkillLevel exists) Disable .sw.vtx generation in studiomdl.exe Also made the program work out of the box without specifying `-nop4`. Minor changes Fix NPC death poses (Thanks MapBase) garrysmod-issues/issues/5361 Enabled a bunch more episodic behaviors Most of it is locked away behind hl2_episodic, most of it is relating to Alyx Darkness mode stuff Replace default cubemap texture with the one VBSP generates by default This affects maps that are renamed after compilation Fix CmdSeq.wc being broken on local builds Fixed Ceiling Turret trying to play non existent sounds on dry fire Was spamming warnings in console Fixed Alyx not being blinded by flashlight in Episode 1 More episodic behaviors, for Zombies and Headcrabs Fixed Alyx still following the player in darkness mode without flashlight Fix Alyx's darkness breathing breaking other voice lines Remount subbed addons if we unmounted server addons In case some file(s) were overwritten by server addons, which are now gone Clean up rope materials on disconnect, not game shutdown Allows rope materials to reach 0 refcounts Fixed intro screen material not being freed Also fixed __error material getting an extra forever refcount Also fixed __loading and __background getting forever refcounts Fixed certain sprites (such as physgun beam) being forever referenced if drawn
11 Months Ago
Fix potential division by 0 when parsing MP3 files Fix potential division by 0 when parsing MP3 files Actually apply the fix for division by 0 :pensive: Add reason to "Unmounting addon X" message Attempt to fix weird Linux filesystem crash Retouch material/model uncaching Making sure it doesn't happen when mcore is turnedon/allowed Resolved case sensitivity issues with lua_refresh_file Change up GetPhysicsObjectNum warnings with more info Rework game_text rendering clientside to allow for 256 channels (from 6) Also limit hold time to 0-300 seconds. Allow 3 separate number inputs to certain mesh.* functions mesh.Position mesh.Normal mesh.TangentS mesh.TangentT Only allow dx80/dx90.vtx files in gmpublisher Fixed materials with matproxies sometimes getting permanent artificial refcount Do not unmount server .GMA file for now Use network origin/angles for clientside physics objects Fixed legacy workshop addons sometimes not extracting correctly This would happen on download, potentially after messing about with Steam files SetAvoidPlayers ignores noclipping players Resolve model materials going into negative refcounts This is a specific case where error models are "hotloaded" into non error models. Block cl_playerspraydisable Fixed util.GetModelMeshes leaking model refcounts Fixed sprites causing material refcounts going negative Similar case to models - sprite materials becoming available after precaching as error Minor changes Fixed Lua particles leaking material refcount This is fixed by precaching the material just before it is used Restore unmounting of server workshop addons Can be still disabled with `gmod_uncache_test -1` for testing purposes.