240,141 Commits over 3,837 Days - 2.61cph!
Fix trying to equip backpack when right clicking inside another backpack
Fix not swapping backpack when picking up off the ground (broke after fixing right click swapping items)
Suspension correctly uses wheel velocity rather than car velocity
Suspension adjustments
Don't apply tire smoke in air
Give orbit camera a height property
Make Entity.PhysicsInitMultiConvex/PhysicsFromMesh type error non halting
It was a new type error that was added, but of course there are addons that just use these functions incorrectly already and break due to the halting error
Minor clean ups
Added Impact_GMOD effect that supports usage of IMPACT_ flags
garrysmod-requests/issues/2272
Prevent creating render target with names of non RT textures
Prevents crashing.
Also prevent other potential crash cases on RT creation failure.
Added str=util.GetAnimEventNameByID(num) (sv only)
Fixed bugs when entering a vehicle while dismounting a ladder
Prevent movement when the player is dead for WALK/NOCLIP/FLY movetypes
Port RPG behavior from HL2 - prevent NPC from killing themselves with it
updated diggable loot spawn
resized spear in entity to match others, altered holster position to reduce hair clipping into the body
Scene.OnEdited, OnSaved don't need to be exposed
Add SceneLoadOptions
removed spear model from craggy
moved CNY spear to weapons folder
Fixed some pooling errors
Send bad request header as json
Add GameObjectFlags.NotNetworked
Accordion chevron now rotates on dropdown of accordion
added cny specific throw aim anim
Added accordion and peek images
Updated player remains textures/materials
Update Facepunch.ActionGraphs
Fixed node creation menu path list when filtering
exported updated CNY rocket launcher admire animation
Removed my temp logging from
91909. Added a null check on NavAgent.
Added basics for accordion - added chevron icons
Include default output signal in "if" nodes
Fixed ID of Math.Sign nodes
Model.LoadAsync and Material.LoadAsync should kind of be async
Updated textures to fix ao on Dragon launcher
Working on test scene supporting skins
merge from CNY_DragonLauncher
Add Material.Flags (IsSky, IsDecal, IsTransparent, IsAlphaTest)
Changed how material thumbs render
wateringcans LODs and vmdl setup for all meshes and final textures added
UI: optimal gradient width prefers background size if specified
Prevent crashes with ragdolls (especially when created too early)
ClientsideRagdoll and ClientsideModel uses clientside dynamic model indicies
This allows ragdolls to have their physics clientside only without being first precached on the server
Fix game_text text being cut off on screen
UI: improve gradients by calculating an optimal width for gradient textures
Reapplyed Frontier Hatchet Materials to Viewmodel
Catch EditorTool update errors instead of breaking the whole editor
Add Angles.SnapToGrid
Add Gizmo.GetMouseDrag
Add Gizmo.Snap( angles ), CameraTransform, LocalCameraTransform
Just ignore when trying to set nan position
Add Gizmo.Settings.SnapToAngles
Gizmo.Controls.Rotate outputs Angle delta, RotateSingle outputs only a float angle delta
Add rotation snapping
Added Frontier Hatchet World Model
Add a custom editor for burst cloth to check for incorrectly cached data and clear it
Clear old cached data from viewmodel prefab
burst cloth updates for entity, projectile & world model, added projectile specific clothMat
Updated textures for Dragon launcher
resized textures
added flat top platform model
set dressing