131,999 Commits over 4,232 Days - 1.30cph!

10 Months Ago
Added Consume server RPC to food entities. Inital OnInput for food held entity, trigger eat when you press reload for now. Don't belt-eat food items that have an item mod and valid entity prefab. Added BlockBeltSelect virtual check to ItemMod. Codegen.
10 Months Ago
10 Months Ago
Hammerhead impact
10 Months Ago
Update FGDs to include gmod specific additions rollermine spawnflag, beam_spotlight SetColor Prevent singleplayer tool ghost from saving in saves as a prop gmsave.SaveMap now respects Entity.DoNotDuplicate fully Update gmod.code-workspace Merged Pull Requests * Use render.PushRenderTarget instead of render.Get/SetRenderTarget * Main menu news panel now has rounded corners * Added ability to copy sandbox tool class names via right clicking Pull Request - Improve skypaint matproxy performance Do not crash with "bad inline model number", show a warning Pull Request: Replacing CPanel:AddControl calls from Sandbox Pull Request: Do not penalize full servers in the ranking Since we now have a way to queue to join the server if its full it makes even less sense to penalize them. Pull Request: Micro optimization for ents.FindByClassAndParent Increase MAX_MAP_BRUSHES from 16384 to 65535 Expand "Map %s is missing" disconnect in the other place too It wasn't displaying the info about cl_downloadfilter. Display HTTP error when FastDL fails and its not a 404 Fixed the game not downloading maps if bz2 version exists locally Unify how ITex/IMat:GetColor pushes color to Lua Merged Pull Requests * Do not display effect rings with Gravity Gun equipped * Update jQuery and reduce reliance on it in main menu, as well as lazy load images * Added math.IsNearlyZero and math.IsNearlyEqual Fixed some compile warnings Merged Pull Request: New Color methods * Added Lua implementations of HSVToColor & HSLToColor for higher performance and ensuring it has the color meta table * Added HWBToColor * Added COLOR:ToHWB() * Added COLOR:GetHue, SetHue, AddHue * Added COLOR:GetSaturation, SetSaturation, AddSaturation * Added COLOR:GetBrightness, SetBrightness, AddBrightness * Added COLOR;GetLightness, SetLightness, AddLightness * Added COLOR:GetWhiteness, SetWhiteness, AddWhiteness * Added COLOR:GetBlackness, SetBlackness, AddBlackness Remove math.IsNearlyZero as it is just too similar to math.IsNearlyEqual Fixed bone manipulated entity's render bbox exploding For some models (probably with procedural bones?), if bone manipulated, the renderbounds can explode drastically due to bones that are "unreadable", negatively affecting shadows as well. Read kb_act.lst from MOD Added Entity:Alive
10 Months Ago
Update screenspace_general shader with some CS:GO features Removes $X360APPCHOOSER (Use $VertexColor) Adds $VERTEXSHADER Added most CS:GO params except for C4* and C5* params Restored "JellyFish" shader Compiled shader files Added CTakeDamageInfo:Set/GetWeapon() FireBullets sets the inflictor to the weapon firing the bullets for HL2 weps Base weapons SetWeapon on CTakeDamageInfo Also set correct inflictor where necessary, such as NPCs shooting weapons More corrections for damageinfo weapon/inflictor HL1 weapon inflictors/weapons Enable sv_parallel_sendsnapshot by default. Display a warning when async file read operation tries to read OOB Prevent .ani files from loading if they would crash the game i.e. if the .ani file does not match the model it supposedly is for Remove debug code from C_BaseFlex::SetupWeights CTriggerWateryDeath applies correct inflictor/attacker Damage scaling based on skill convar only happens from NPC damage in GMod Merge Pull Request More spawnmenu localizations Remove redundant category for npc_tf2_ghost Merge Pull Reqeust Use an already existing local variable in toolgun HUD, instead of re-retrieving mode Added "starlayers" to env_skypaint in the FGD Also mention the skybox texture name requirement in the description.
10 Months Ago
Test switching food items. Added second test food item.
10 Months Ago
Final refactorings: FastDebugDraw is now InstancedDebugDraw Added ConVar to switch between old and new system. Added UnityGLInterceptor as a base to UnityGLEmulator to intercept Unity.GL calls but avoid breaking classic DDraw. Opted for nested types instead of overly long namespace names. Exhibit proper resource management in InstancedDebugDraw as well as InstancedDebugMeshGenerator.
10 Months Ago
Very initial test food vm/held ent setup
10 Months Ago
- added new flying bee model, texture and material. - updated walking bee material and textures - added walking bee VM
10 Months Ago
View model block out animations for the pie
10 Months Ago
Fixed junkyard car shredder not displaying any LODS
10 Months Ago
Call Entity:SetCreator on all Sandbox spawned entities Allow comments and trailing commas in JSON parsing Fixed Lua error when gmod_cameraprop and entity driving
10 Months Ago
horse ragdoll passes collision events back to be handled properly as fall damage
10 Months Ago
sar 3p straight ahead (zero spine rotation) anims
10 Months Ago
make sure we aren't setting the horse angular velocity when its rigibody is kinematic
10 Months Ago
Normal variation now scales the legs animator hip blend speed (both on client and server), this helps reducing the brutal hip rotations when riding on uneven terrain ClientUpdate now packs throttle, steering and avoidance inputs into one byte
10 Months Ago
rustplayer avatar update (added spine 4 as upper chest)
10 Months Ago
put original tiger run hit anim back in and edited unity settings for tiger fire and run atk anims
10 Months Ago
Refactor FastDebugDraw to use the new base classes, fix a bug with lingering instances and add a public API that matches with DDraw.
10 Months Ago
Pull out base classes for instancing: InstanceMemoryBase, CommandMemoryBase and BufferMemoryBase
10 Months Ago
Fix primitive tag on loading screen missing blue background
10 Months Ago
Minor text update, overlapping text still not there in editor, hoping phrases update will fix it
10 Months Ago
Fixed some inputs being remembered when the player is downed while holding a shield
10 Months Ago
Avoidance steering input are now sent to clients (so the horse moves its head when avoiding something) Small optimisations in the horse update rpc
10 Months Ago
exported tiger prowl/run fire and run to attack anims. updated tiger run hit anim
10 Months Ago
network++ save++ Staging wipe
10 Months Ago
merge from primitive
10 Months Ago
Blockout position update
10 Months Ago
merge from main
10 Months Ago
Fixed an issue with overlapping environment volumes causing overlapped areas to become darker. Now the darkest volume takes priority.
10 Months Ago
Weapon racks can now handle items being externally removed (eg due to era enforcement)
10 Months Ago
Fixed horse sliding mode oscillating too much\ Added a delay on the sliding sound before it can be played again
10 Months Ago
Removed tree layer from catapult spikes trigger Tweaked world colliders
10 Months Ago
Fixed missing DungeonConditionalModel in ferry terminal
10 Months Ago
merge from primitive/gameplay - contains network protocol
10 Months Ago
primative techtree t0 and t2 progress
10 Months Ago
Better horse auto avoidance Reduced horse velocity when hitting a vehicle
10 Months Ago
Merge from primitive
10 Months Ago
Beehive Blockout Update
10 Months Ago
Fix exception when firing guns and not holding a shield
10 Months Ago
merge from primitive
10 Months Ago
Techtree T0 progression fix weapons t2
10 Months Ago
Fix croc sometimes snapping between water surface and water floor
10 Months Ago
Fixed missing backfaces on battering ram build stage
10 Months Ago
Fixed Projectile.noheadshots not resetting when a projectile is pooled (old bug, the only issue from this I could find is relatively minor: the parameter could leak from authoritative projectiles into effect projectiles of the same type, causing incorrect visuals for effect projectiles; thankfully it could not leak the other way around) Moved the reset of some variables from Effect.Init to Effect.Clear to avoid duplicating that code into all Effect.Init overloads Fixed missing reset of the new distanceOverride in one of the Effect.Init overloads, which caused it to leak from AutoTurret arrows into player arrows Moved effect projectile gravity bypass to Projectile.noGravity
10 Months Ago
Updates to jungle prop blockout scale. Work on ziggurat shell and scene.
10 Months Ago
cherrypicking 110851 Fix heli targeting scientists
10 Months Ago
Added primitive sell order lists for water well vendor
10 Months Ago
Merge from primitive
10 Months Ago
IsAllowedInEra now works correctly if passed a mask Player vending machines can now list items that are marked Loot, Craft or Vending NPC vending machines will only list items that are marked Vending Fixes not being able to see or list chainsaws in player vending machines, but still preventing NPC vending machines from selling them