193,695 Commits over 4,079 Days - 1.98cph!
Hook up convars for configuring if arrows should show for deploy guide, on deployed entities or both
- now a different convar for if it should show important ports or all ports
Fix ports & arrows not working with the deploy guide when the mesh is scaled
- hard to spot because it worked on deployed entities but not with the deploy guide
Improved mushroom texture quality - now uses native resolution
Merge from additive_timeline
Add a per layer weight slider
Merge from elevator_world_deploy_fix
Adjust the lower bounds of the world deploy volume of elevators so they can more easily be placed on foundations that are close to the terrain
Merge from additive_timeline
PrefabReplacer now has a string lookup mode as well as it's normal selection mode
String lookup mode can include inactive objects, as well as exact matches
All replaces done with this tool now support a single undo operation (eg. replace 4 objects with a prefab, a single undo will undo all 4)
Add Facepunch.AdditiveTimeline plugin
Merge from set_local_player_visible
Show the white cubes and arrows when deploying IO entities too
Merge from demo_shot_delete_fix
Fixed error when deleting a folder with demo shots inside
Camera recording convars now only save pos/rot/scale and fov changes in the resulting animation file
Hemp slightly more neon for visibility
ForceDetailColour script now defaults to white with 100% alpha
SaveShotFolderAsAnim command now accepts a string parameter, if provided only shots in the provided folder will be saved. Passing no string will save shots in the root folder
Added SaveAllShotsAsAnim, exports all shots regardless of folder
Configure a bunch more prefabs & configure important vs unimportant ports
Fix water IO ports not working
Fixed shield inputs being processed while inventory is open
Fixed shield deploying when it shouldn't if the shield was placed in the backpack slot while an incompatible held entity is equipped
Fixed holstered shields parenting to the spine bone with a 70m offset
Wooden shield variant setup
Set up improvised shield prefab variants
TowingAttachment compile fix
Ballista aiming logic wip
Added a setting for mountables to override player eyes rotation
High priority ports will show regardless of being marked as "main power"
Reposition industrial conveyor electrical ports so power in & out is on top & sensor outposts are on the bottom
- did while marking direction of each port
Mark certain IO ports as higher priority, only show the important ports by default
- main input, output & passthrough power considered important by default
- `io_arrow_mode` convar to control behavior
Optimized the crap out of Large Furnace lighting, with close proximity placement spam in mind.
No shadowcasters needed anymore and should also fix bounding box smoke flickering.
Feedback and polish on catapult and textures
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Bump `cvarlist` buffers from 128 to 1024
Use the #classname for Sandbox editors and Bouncy BALL
Localize stuff added by game_hl2.lua (Partially Community Contribution)
Fixed a crash to do with teleporting constrained entities
Removed unused variables in Problems panels
Pull Requests
* Use localization strings for GMod-specific keyboard settings
* TTT: Updated Turkish localization
* Use 4 number overload of surface.SetDrawColor in base game for performance
Tooltips for vehicles in spawnmenu akin to those for SWEPs, SENTs
Resistance turrets only set the 2 valid skins (was trying to use 4)
Localize NPC and Vehicle spawnmenu tab entries
Added Resistance Turrets to spawnmenu if Episode 2 is mounted
Adjust "Prison Guard" localization strings
Also remove unintentional changes
Fixed wrong translation string used in recent changes (oopsie)
Fixed a few more potential crashing issues
Fix a lag issue to do with spamming certain packets to the server from client
Merged ghostanim.mdl and blackout.mdl
Instead of doing a hack for Episode 1, just merge all these models from all the half-life 2 games, and including portal 1
Episodic Poison Zombie model with fixed animation events
Advisor episodic model hack
The models are too different to be merged, so we swap the ep2 one in, on spawn
Episodic combine_intmonitor props with extra skin
gmad.exe allows .vtx files again
Try writing current git branch to garrysmod.ver
Added color input/kv for `func_water_analog`
Episodic headcrab models
They have ceiling animations for ep1 + lamarr merged model
Fix missing Ladder.WoodStepRight/Left soundscripts (ep2)
Merged gman model
Remove missing skins from certain PHX props
concrete_barrier00.mdl
concrete_barrier01.mdl
box_torpedo.mdl
box_amraam.mdl
Minor code cleanup
Jalopy model with adjusted correct suspension travel
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func_smokevolume removes particles when dormant
Always enable loading screen for the `map` concommand
Mount floating .GMA files before fetching info about subscriptions
So they load in time if launching the game with +map
Don't try to enable loading screen on linux srcds (compile fix)
Restore some more HL2-specific gamerules behaviors
sk_plr_health_drop_time
sk_plr_grenade_drop_time
sv_robust_explosions
Entities that block radius damage, don't block it on themselves
Do not hide servers with OOB data, clamp the data
Do not hide the server from master server if sv_lan is 1
This causes LAN servers to be invisible to the LAN tab in the server browser, which is a regression.
Mention `hide_server` convar in sv_lan's description.
Fixed a Linux crash with sv_showlagcompensation (hopefully, most likely)
Fixed Entity:ManipulateBoneJiggle type `2` non functioning
Mention valid sample rates in "Invalid sample rate X for sound Y" warning
Unblock 'mp_flashlight' in menu state
Autorefresh weapons in spawnmenu
Changing weapon info (including adding a new weapon) will update the weapon in spawnmenu automatically.
Remove respawn_entities concommand
We have gmod_admin_cleanup
Pull Requests
Fixed Lua error in TTT introduced by a previous PR
Improved TTT's Spanish localization
Micro optimization for GWEN.CreateTextureBorder and related functions
Only drop physics gun held props from Lua
Episodic models for Combine Dropship and Mossman
They should contain all animations for all 3 games.
DDraw arrows in & out of IO ports when looking with a wire tool
Show IO port direction as an arrow instead of a line in the editor gizmo
Configure a direction for every IO port for every deployable IO entity
Mount folder addons before Workshop system
Refine sv_max_userinfo_rate further
Hopefully this fixes issues on map load
"Start Disabled" spawnflag for env_projectedtexture
The "Enabled" spawnflag makes no sense as the entity is always enabled on creation across all SourceSDK2013 games according to the source code.
Restore missing options in env_projectedtexture in Hammer
Also rearranged useful options to the top, added browse texture button to the texture keyvalue
env_projectedtexture Toggle input
Added ProjectedTexture:Get/SetNoCull()
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