193,693 Commits over 4,079 Days - 1.98cph!

11 Months Ago
added ground ramp glue trim to storage warehouse.
11 Months Ago
more work on storage warehouse.
11 Months Ago
Added "Remove Hood" radial menu option
11 Months Ago
Cherrypick FirstPerson_Greybox scene from main/viewmodel_camera_anim_v2
11 Months Ago
Parent merge
11 Months Ago
▌▋▌▄▍ ▋▆▉▍ ▍▋▅▄▅▋▊▊▍▇_▌▌▍▆▌▊_▍▋▍
11 Months Ago
▇█▅▌█▍▌▄▌ ▉▍▇ ▇▊▄▄▆▆▇█ ▋▋ ▄█▉▇▍ ▇▄▊▅▇ ▋▋▄▄▄▆▄▅ ▍▊ ▋▇▆▋▍ ▉▌██▉ ▇▇▊ ▉▇▊▇▅ ▄█▄▆▇▊▊▊▊▍ ▍▄ ▆▅▉▄▍▋▅, ▌█▇ ▉▊▅▊ ▍▇▄█▋█▍▍ ▅█▊▉▍
11 Months Ago
Change remove handcuffs icon
11 Months Ago
Added radial menu option to unlock and return cuffs from a player
11 Months Ago
Remove now unused params
11 Months Ago
Merge from main
11 Months Ago
Additional restrained check
11 Months Ago
Fixed text formatting
11 Months Ago
Fixes, move the price multiplier UI element into it's own widget so we can just nest it into various vending UI's Add price multiplier to vending UI when clicking on a store on the map
11 Months Ago
Implemented a dynamic NPC vending price system based on sales in a rolling window -Prices are increased when an item is sold a certain amount of times in an in-game day (PriceIncreasePerSalesInterval and PriceIncreaseAmount control this behaviour, so if they were set to 3 and 0.1, for every 3 purchases of an item in a 24 hour window the price will increase 10%). The rolling window is configured via the IntervalHours convar and defaults to 24 -Prices are decreased if an item isn't sold for a certain amount of hours (PriceDecreaseInterval and PriceDecreaseAmount, so if they were set to 3 and 0.1, every three hours the price of the item will drop by 10%) Currently clamped between a 50% discount and a 300% price increase Currently only applies for purchases that are made using scrap as the currency Updated the in-person vending machine UI with a UI indicator displaying the current discount/surcharge, the dozen other places we show vending machine prices still need updating All time and discount values are currently using the examples provided above, they are just for testing and will be changed
11 Months Ago
Better asphalt wheel fx.
11 Months Ago
Don't allow sprint while in air (sprint is used along with ctrl for lean forward/back control in that situation instead)
11 Months Ago
Gauge setup.
11 Months Ago
Fix corrupted CodeGen lines in ConsoleSystem. Code gen seems to be broken on Aux2.
11 Months Ago
Merge Bikes -> Aux2
11 Months Ago
Merge from debugcamera_dof_save
11 Months Ago
Rename dof field in camera state to dofState so it doesn't try and load a float into the new struct type This will lose any pre saved dof distance in a camera state
11 Months Ago
Light setup.
11 Months Ago
Finished roadside bike spawn setup
11 Months Ago
Added pedal bike spawns at supermarket and warehouse. One each, 50% chance of bike vs. trike
11 Months Ago
Parent merge
11 Months Ago
Merge from main
11 Months Ago
Merge from debugcamera_dof_save
11 Months Ago
Save/load sales history
11 Months Ago
Fix train_tunnel_entrance_a having output prefab somehow unlinked?
11 Months Ago
Fix scene prefabs that don't support remapping having all their components stripped (train tunnels)
11 Months Ago
Merge from FrontierHazmat_cinematic
11 Months Ago
Parent merge
11 Months Ago
Handcuff anims + assets backup
11 Months Ago
Initial work on tracking the sales of each sell order in an NPC vending machine over a 24 hour period
11 Months Ago
Merge from PrisonerHood_Cinematic
11 Months Ago
Merge from main
11 Months Ago
Set up motorbike spawning at monuments - one each at gas station, sphere tank, water treatment. Randomly select normal or sidecar bike (50% chance of each). SpawnPointSpawnPopulation now supports having multiple options
11 Months Ago
Manifest
11 Months Ago
Merge from hackweek_crudegestures (with custom gesture wheel support)
11 Months Ago
Reapply animator changes
11 Months Ago
Merge from main (many conflicts, stomped local animator changes)
11 Months Ago
Codegen
11 Months Ago
Fix the check "is scene in asset bundles" not working outside of editor - added method to check if any asset is at path in filesystem
11 Months Ago
Test map loop edit
11 Months Ago
Test map loop
11 Months Ago
merge from main -> monument_scenes
11 Months Ago
merge from qol_give_improvements -> main
11 Months Ago
Adding --silent onto a give command will stop telling you picked up the item - still broadcasts to the server when an item is given
11 Months Ago
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