193,695 Commits over 4,079 Days - 1.98cph!

7 Months Ago
Hook up options menu
7 Months Ago
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
7 Months Ago
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
7 Months Ago
Improved mushroom texture quality - now uses native resolution
7 Months Ago
Additive test timeline
7 Months Ago
Cam anim presets
7 Months Ago
Merge from additive_timeline
7 Months Ago
Add a per layer weight slider
7 Months Ago
Merge from elevator_world_deploy_fix
7 Months Ago
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
7 Months Ago
Merge from additive_timeline
7 Months Ago
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)
7 Months Ago
Merge from main
7 Months Ago
Cyclo backdrop
7 Months Ago
Add Facepunch.AdditiveTimeline plugin
7 Months Ago
Merge from set_local_player_visible
7 Months Ago
Show the white cubes and arrows when deploying IO entities too
7 Months Ago
Merge from demo_shot_delete_fix
7 Months Ago
Fixed error when deleting a folder with demo shots inside
7 Months Ago
Camera recording convars now only save pos/rot/scale and fov changes in the resulting animation file
7 Months Ago
Hemp slightly more neon for visibility
7 Months Ago
ForceDetailColour script now defaults to white with 100% alpha
7 Months Ago
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
7 Months Ago
Parent merge
7 Months Ago
Configure a bunch more prefabs & configure important vs unimportant ports Fix water IO ports not working
7 Months Ago
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
7 Months Ago
Fixed holstered shields parenting to the spine bone with a 70m offset
7 Months Ago
Item icons
7 Months Ago
Wooden shield variant setup
7 Months Ago
Set up improvised shield prefab variants
7 Months Ago
Merge from main
7 Months Ago
TowingAttachment compile fix
7 Months Ago
Ballista aiming logic wip Added a setting for mountables to override player eyes rotation
7 Months Ago
High priority ports will show regardless of being marked as "main power"
7 Months Ago
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
7 Months Ago
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
7 Months Ago
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.
7 Months Ago
Feedback and polish on catapult and textures
7 Months Ago
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7 Months Ago
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7 Months Ago
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
7 Months Ago
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
7 Months Ago
▍▋▄▇▉ ▅▋▄ ▆▍▋ || ▌▋▉▊▉▉▅▆ ▋▆▍▆▍▄▆ ▉▉▊▌▌▌▍▋▊▋ ▅▊▆▄▋, ▉▇ ▌█▆▊▅ ▄▄▄▆ ▄▅▅▄ ▉▅▇ ▇▉▅█▇▅ (▍▌▍▌▌█ ▍▌▅▄ ▊▉██▌▉ ▇▉▉▌▉▋ ▌▉▉▆▍▇▍█▉ ▅▄▊ ▉▇▋▆▅▊). ▅█▍▅ █▉▅▋█ ▋▆▊ ▌█▉▅▄ ▇▇▊█▉▌▊ █ & ▉
7 Months Ago
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.
7 Months Ago
DDraw arrows in & out of IO ports when looking with a wire tool
7 Months Ago
Show IO port direction as an arrow instead of a line in the editor gizmo
7 Months Ago
Configure a direction for every IO port for every deployable IO entity
7 Months Ago
Mount folder addons before Workshop system
7 Months Ago
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()
7 Months Ago
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