193,887 Commits over 4,079 Days - 1.98cph!
Added CNewParticleEffect.GetRenderBounds
Improve consistency of trace surfaceID returns clientside
This only relates to usages of PhysicsObject shadows
vcollide_wireframe - draw the actual physics object clientside if it exists
Test version of clientside model physics scaling
Fixed trackspeed only working after ReturnToEyes input (point_viewcontrol)
Gibs inherit model scale of scaled props
Change clientside physobj scale to trigger from Activate()
Fixed scaled props scaling collision bounds twice
Added CLuaInterface::RegisterMetaTable
Fixed DMenuOptionCVar resetting from cvar too early in certain use cases
Fixed crashes due to recent changes to gib system
Fix merge errors & some GO TODOs
Adjusted slacked wires min and max tesselation values
Remove file.AsyncRead from menu state entirely, since its broken anyway
Added $BASETEXTURESPEED,BASETEXTURE(2/3)SPEED for VolumeClouds shader
concommand autocomplete tokenized arguments argument
Port hack for Portal 2 .wavs that are actually .mp3s
Remove Episode 2 exclusive soundscapes from gm_construct
Added new shader parameters to `Core` shader
$ENTITYORIGIN
$DIAMETER
(They are case insensitive)
Merge RepairBenchSkinName -> main
Merge RepairBenchSkinName -> main
Complete vphysics sources from 32bit builds
Added optional argument to NPC:StopMoving - immediate (defaults to true)
Prevent invalid input to render.DrawWireframeSphere
Fixed a long freeze on disconnect from maps with huge nav meshes
Added Entity:GetBoneFollowers, new argument to Entity:CreateBoneFollowers
Entity:CreateBoneFollowers( table of bone names )
Throw errors when ColorToHSL/ColorToHSV/physenv.SetPerformanceSettings gets not a table
Bone follower support for AI and Nextbot SENTs
Added Entity:Dissolve( type = 0, magn = 0, orign = EntOrigin )
Added a 3rd argument for PathFollower:Chase - cost function
Added NPC:Set/GetStepHeight
GMad.exe: On windows, pause on error when using drag'n'drop
Added NPC:GetArrivalSpeed / NPC:GetArrivalDistance
Restore HL2 use sounds with `gmod_suit 1`
Added ability for traces to use a table of class names as filter
They can be mixed and matched with entities as well.
Restore angle alignment stuff for +use pickup
Print games that are mounted to console (like folder addons) with developer 1
Traces now have "whitelist" input property
This will turn the table filter into a whitelist, rather than ignore list. This will NOT affect function() filters
Added "hitclientonly" option to trace functions clientside
Fixed Static/Dynamic/Physics not being correctly displayed in Hammer due to recent changes
Added new data to util.GetModelInfo
MeshCount, BoneCount, Flags, StaticProp (specific flag)
trike lod fix and parenting adjustment
Additional sweep over props folder uncovered some left overs
More props, fixed some shadow casters, added some exclusions from HLOD on longer distance props
Converted deployables prefabs to MeshLOD when possible to do so
Fixed convar defaulting to disabled instead of enabled
reapplying
98204, stomped
merge from fix_barricade_building_error
merge from fix_icelake_building_blocked_preview
Added SuppressEyeMovement animator state behaviour, disables eye and eyelid movement while the state is playing and it's layer has >0 weight
Fix weather effect error on quit
Pedal trike driving/physics work
debug.FakeSpeechPlayer now works in live gameplay (still admin only)
Trike wheels and colliders
Fixed positioning on sand trails.
Add URL support for community market skins from before our newer skin system
Merge from techtree_workbench_multi_access
Merge from fishing_changes_june_24
Trout and yellow perch bait value reverted to 10, 1 stack size
Ensured translated ammo name and proper type is passed
Raw fish is now worth 0.5 bait and can be used in stacks of 3 (max 1.5 bait value)
Catfish, orange roughy, salmon and small sharks now have a bait value of 0 (eliminates possibility of losing a valuable fish for a lower value fish)
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Tech tree panel changes
Rename the tabs from Tier 1/2/3 to Level 1/2/3
Reduced the size of the close text slightly
Don't show the button at all for tech trees that the current workbench can't access
Ammo count and type of ammo is now visible in the tooltips of vending machines
Trike DoPrepare + manifest
Combine PedalTrike LODGroups
Combine PedalBike LODGroups
Raise water detection level on the push bike
Fixed WaterDepthMask not deregistering the mask when a boat is placed in a scene before the game starts (only relevant to dev work)