131,019 Commits over 4,232 Days - 1.29cph!

17 Days Ago
Can detect spawn names via ItemModEntityReference
17 Days Ago
Initial setup. Can now spawn some vehicles via the F1 menu. Vehicles split into categories: Helicopters, Cars, Bikes, Boats, Animals, Siege, Misc
17 Days Ago
merge from store_fixes
17 Days Ago
Fixed Steam DLC prices currency mismatch in the in-game store
17 Days Ago
Make floating city delivery mission non repeatable
17 Days Ago
Change phrase drawer colour to be transparent so it's more readable in certain circumstances
17 Days Ago
- Add deep sea island treasure hunt mission, given from Vagabond in outpost - Setup metal detector sources for deep sea islands, only setup for tropical1 for now. Metal detector sources in the deep sea have their own loot list - Add IsValidSource to IMetalDetectable. Useful for defining spawned sources which can only be detected by players under certain circumstsances - Add 'soft completed' flag to objective statuses as an additional way of handling objective progress - Add ability to hide objective progress in mission objectives todo HUD
17 Days Ago
correct units in ToString of GMod_StC and CtS net messages * Now shows bytes correctly Adjust formatting of lua_dumptimers Adjust formatting of `lua_find(_jooks)` output Fixed ACT_HL2MP_SWIM(_IDLE)_PASSIVE having swapped IDs * Fixes swimming animations for the hold type not working correctly weapon_base also retargets ACT_MP_SWIM_IDLE Remove non existent key-values from env_smoketrail in FGD Update weapon_physgun.txt * Remove references to Pistol Refix SMG1 grenade smoke * For some reason the previous hacky fix stopped working, so instead we just make env_smoketrail not add its velocity to its particles, so it works as expected. Fixed SWEP autorefresh integration with spawnmenu Try to handle VTF v7.5 format IDs correct-er
17 Days Ago
Remove leftover debugging logs and restore debug commented out code.
17 Days Ago
Lower abandoned cabins puzzle reset radius from 30m -> 20m (same as build block zone) to prevent sleepers getting killed inside their base
17 Days Ago
merge fix_tab_issues
17 Days Ago
Fix auto correct not working when chaining commands, fix extra tabs getting added when selecting an autocomplete button.
17 Days Ago
Add fail animation hook for fail throwing flares from helis
17 Days Ago
Pants LODs - Male/Female
17 Days Ago
flare viewmodel - 1st pass fail anim and animator setup
17 Days Ago
merge from terrain_potato_disable
17 Days Ago
building_planner_viewmodel -> main
17 Days Ago
Added a mask for the dlc tab
17 Days Ago
PTBoat 50cal turret and loot storage sound changes
17 Days Ago
Fix not being able to tab between 2 last opened tabs in the dev console after the recent changes
17 Days Ago
Fixed owned Steam dlc not being added to the owned items dict
17 Days Ago
merge from helicopter_flare_balance_pass -> main
17 Days Ago
codegen + protobufs after merge conflict resolution
17 Days Ago
merge from main
17 Days Ago
Manifest
17 Days Ago
Compile fix, codegen
17 Days Ago
change flare entity proto enum to dodge naval update conflicts
17 Days Ago
17 Days Ago
Adding sitting v4 anims
17 Days Ago
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17 Days Ago
Moved storage adaptor protobuf to 217 209 to 216 is reserved for naval_update Codegen
17 Days Ago
merge from main
17 Days Ago
code clean up, fix change for dropping grenades
17 Days Ago
Tactical Gloves LODs
17 Days Ago
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17 Days Ago
Two WIP behaviours that need unifying, beginning to fix unbeaching forces as well as implementing a MaxVelocity modifier in shallow water - both are querying shore vector and water depth information from the same points, we should do this in one place and - need to fix querying water depth as we don't have height info in the deep sea and it breaks it, don't want to do raycasts so we need to blit this in as well really
17 Days Ago
change position of flare FX, add flare ready/dryfire sounds for mini and scrappie
17 Days Ago
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17 Days Ago
Hoodie LODs - Female
17 Days Ago
Syringe animation updates
17 Days Ago
Hoodie LODs - Male
17 Days Ago
Merge: from save_viewer_extras - Save viewer can now filter for mobile(Sync Position) prefabs - It can also aggregate by prefab Tests: opened a save from the playtest
17 Days Ago
Update(editor): SaveViewer - adjust what we display if we're in aggregate mode or not Shows count in aggregate mode, otherwise shows ID and Parent ID Tests: opened a save from playtest
17 Days Ago
Switch ai.npcBarksEnabled to a replicated var to fix client compile for now.
17 Days Ago
merge from deep_sea
17 Days Ago
Update(editor): SaveViewer - sort aggregates in descending order by default Tests: viewed a save in aggregate mode
17 Days Ago
merge from boat_building
17 Days Ago
Update(editor): SaveViewer - add toggle to aggregate by prefab Tests: inspected aggregated entities from playtest save