240,563 Commits over 3,867 Days - 2.59cph!

10 Months Ago
Don't require admin privileges to use the downloadsign console command (to save sign images to your PC)
10 Months Ago
Increase distance to 0.4, 0.35 was a little tough with the rock
10 Months Ago
Add a button to export the image you are currently editing to the desktop
10 Months Ago
Enabled long resource forgiveness on concrete pickaxe, stone pickaxe, icepick, diver pickaxe, prototype pickaxe and regular pickaxe Reduced the extra trace distance to 0.35 (was 0.5), still feels helpful
10 Months Ago
Make Ctrl+S work as a shortcut for the save button
10 Months Ago
▋▇▆▊ ▍▊▊▍▇▇▉▊
10 Months Ago
WIP scan movement test
10 Months Ago
Restyle so it's closer to Lewis's designs
10 Months Ago
Inline size and opacity with the brush section
10 Months Ago
Add a button to toggle chat visibility in the paint UI Make the toggle buttons state save Fix slider values not saving
10 Months Ago
Allow chatting while on the sign paint UI More accurate method to check if the mouse is over UI
10 Months Ago
Fix team leader marker visibility button not working on map
10 Months Ago
Fix painting being possible when clicking on UI
10 Months Ago
Fix SERVER compile error
10 Months Ago
merge from mfm3
10 Months Ago
Merge fixes
10 Months Ago
Restore how CreateParticleSystem handled optional arguments sigh Placeholder portal 2 entities to fill gaps on maps glualint menu code Merged Pull Requests * Allow omitting slot parameter to NetworkVar * Replaced util.TraceLine by util.TraceHull for tool traces. Fixes trace bypassing parented props
10 Months Ago
3p bow prefab setup
10 Months Ago
DT/NetworkVar Changes (#1787) This is an attempt to close garrysmod-requests/issues#798. This allows you to omit the slot of DT/NetworkVars, which simplifies DataTable inheritance. ```Entity:IsDTVarSlotUsed(typename, slot)``` and minor optimizations are also included. The DT/NetworkVars slot parameter can either be nil or completely omitted: ``` local ENT = {} ENT.Type = "anim" function ENT:SetupDataTables() self:NetworkVar("Int", 1, "Base1") self:NetworkVar("Int", 3, "Base2") self:NetworkVar("Int", 5, "Base3") self:NetworkVar("Float", 0, "Base4") self:NetworkVar("Float", 1, "Base5") if SERVER then self:SetBase1(1) self:SetBase2(2) self:SetBase3(3) self:SetBase4(4.4) self:SetBase5(5.5) end end function ENT:Initialize() print(self, self:GetClass()) for i=0, 31 do if self:IsDTVarSlotUsed("Int", i) then print("Int " .. i .. " used", self:GetDTInt(i)) end end for i=0, 31 do if self:IsDTVarSlotUsed("Float", i) then print("Float " .. i .. " used", self:GetDTFloat(i)) end end PrintTable(self:GetNetworkVars()) end scripted_ents.Register(ENT, "github_test") local ENT = {} DEFINE_BASECLASS("github_test") ENT.Base = "github_test" function ENT:SetupDataTables() BaseClass.SetupDataTables(self) self:NetworkVar("Int", nil, "Test1") -- backfills Int 0 self:NetworkVar("Int", "Test2") -- backfills Int 2 self:NetworkVar("Int", "Test3") -- backfills Int 4 self:NetworkVar("Int", "Test4") -- uses Int 6 -- Int 0 through 6 are used self:NetworkVar("Float", "Test5") -- uses Float 2 self:NetworkVar("Float", "Test6") -- uses Float 3 -- Float 0 through 3 are used if SERVER then self:SetTest1(-1) self:SetTest2(-2) self:SetTest3(-3) self:SetTest4(-4) self:SetTest5(-5.5) self:SetTest6(-6.6) end end scripted_ents.Register(ENT, "github_test_child") ```
10 Months Ago
Replaced util.TraceLine by util.TraceHull for tool traces. Fixes trace bypassing parented props (#1890)
10 Months Ago
Citizen/animgraph: improved sprinting animation & handling of the locomotion 'wish' layer
10 Months Ago
mfm
10 Months Ago
World model fix
10 Months Ago
Debug fix
10 Months Ago
VR component cleanup, update VR test scene - Renamed components to better reflect their functions, dropped Component suffix - Drop update types - I can't think of a reason why you *wouldn't* want these to update constantly, but feel free to tell me if I'm being dumb - Comment everything for when our editor UI shows this stuff
10 Months Ago
Merge from main -> qol_f8_server_version
10 Months Ago
Fix #CLIENT compile error
10 Months Ago
BytePack support TypeLibrary types Fix PropertyDescription sometimes setting twice Remove NetworkSerializer, build it into NetworkSystem Remove MemoryPack Clear Typelibrary's BytePack on assembly changed
10 Months Ago
Fix NRE in draw gizmos when joint isn't attached to another object
10 Months Ago
Fix incorrect adding of prismatic joint
10 Months Ago
Merge from main -> qol_ent_setgrade
10 Months Ago
Change console message `You died: killed by (steamid)` -> `You died: killed by (network id)` Added admin command `netid` to convert network id to steamid Add `network_ids` table to `player.states.db` to store wipe id + network id -> steam id
10 Months Ago
Bandages can now revive downed players the same as syringes can.
10 Months Ago
merge from main
10 Months Ago
Enable limits on prismatic and revolute when limits are valid
10 Months Ago
Update output connections too in GraphView.UpdateConnections
10 Months Ago
Update UI of custom nodes if their definition changes
10 Months Ago
Support for renaming inputs / outputs of custom nodes
10 Months Ago
Hinge limits and friction Slider joint Add BreakForce and BreakTorque to base joint (izabu needs to support joint breaking now) Spring joint Fixed joint Don't get joint properties from the joint, they wont exist until scene starts
10 Months Ago
merge from b_shotgun
10 Months Ago
basic m4 pass
10 Months Ago
Add a button to reset the paint preview camera angle Add a button to toggle the preview light on/off so you can see things without glare
10 Months Ago
Added dynamic GC buffer cap to settings and clientvar.
10 Months Ago
merge from main
10 Months Ago
More materials
10 Months Ago
Fixed missing connections on creating custom nodes
10 Months Ago
Prefab reserialize for Unity 2021
10 Months Ago
merge from qol_industrial_more_colors
10 Months Ago
merge from qol_heli_crate_remodel
10 Months Ago
merge from qol_keybind_search