130,443 Commits over 4,201 Days - 1.29cph!

1 Year Ago
Merge from halloween24
1 Year Ago
HLOD now immediately resolves when the player finishes loading
1 Year Ago
removed the metal shield skin from rig then linked the v_shield to the weapon rootbone in the prefab.
1 Year Ago
Timeline playback/record initial test
1 Year Ago
Show the loading screen before teleporting the player rather than after, should fix players seeing the halloween/xmas dungeon as it loads in
1 Year Ago
battering ram fuel consumption
1 Year Ago
Show incorrect presses in red
1 Year Ago
1 Year Ago
fixed car lift collider box being offset in y/z
1 Year Ago
Incorrect key presses now reduce remaining time. QTE will now fail when running out of time. QTE timer loss is now configured on QTE entity.
1 Year Ago
1 Year Ago
fixed storage building large ceiling collider gap
1 Year Ago
Repair UI and gesturecollection prefabs after merge
1 Year Ago
Merge from main
1 Year Ago
Merge from QTE
1 Year Ago
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1 Year Ago
+1 the month in the server browser last played
1 Year Ago
FF & NeoTokyo spawnpoints + Map Category (Community Contribution) Rework how spawnpoint entities are added in base gamemode One file now, not 25 duplicated files. Minor code cleanups Linux: Do not ExecuteToPriority if there are no jobs This addresses slowdowns on Linux (srcds?) to do with the filesystem garrysmod-issues/issues/5932
1 Year Ago
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1 Year Ago
Add a small delay before showing QTE ui.
1 Year Ago
Basic initial QTE sequence generation, just string based for now. Trigger QTE event properly and with generated sequence.
1 Year Ago
QTE entity start/stop/complete triggering. UI interacts with the entity. Completing the QTE now triggers the entity completion methods, ending the gesture, hiding the UI and clearing any associated player for SingularInteraction qte entities.
1 Year Ago
Merge from main -> copypaste
1 Year Ago
Fail state can now apply player modifiers. Pressing a wrong key will now fail the QTE. Add some placeholder modifier effects for fail state.
1 Year Ago
Tweak sequence length ranges. Negative modifier tweaks.
1 Year Ago
TTT: fix ragdoll not being created if ttt_dyingshot is on Community contribution
1 Year Ago
Adjust how we disable self-unblocking for Lua-blocked navmeshes Adds NAV_MESH_BLOCKED_LUA Navmesh auto-blocking checks now run on map start/cleanup Makes certain code that was meant to run on map cleanup to actually run now. Also updates blocked status of nav areas on map load
1 Year Ago
3p anims + updated worldmodel anims
1 Year Ago
merge from Halloween24
1 Year Ago
More sensible defaults for 360 controller bindings $eyeposition and $illumposition are now affected by $scale Block gui/input.SetCursorPos while main menu is open Fixed regression with nav_update_blocked concommand Make gui.HideGameUI work more like the hook Instead of disabling the function entirely, holding shift would disable its functionality, and it displays a message on how to bypass it, if it blocks the main menu one too many times. Temporarily disable 24BPP optimization for .png/.jpeg loader
1 Year Ago
wip qte
1 Year Ago
Fixed regression with nav_update_blocked concommand Make gui.HideGameUI work more like the hook Instead of disabling the function entirely, holding shift would disable its functionality, and it displays a message on how to bypass it, if it blocks the main menu one too many times.
1 Year Ago
removed WaterVisibilityTrigger from xmas dungeon cell prefabs
1 Year Ago
merge from Halloween24
1 Year Ago
removing WaterVisibilityTrigger from all halloween procedural dungeon cell prefabs and set it to not spawn a christmas dungeon
1 Year Ago
merge from main
1 Year Ago
Fix: FreeUnmanaged the DebrisEntity list after we're done with it
1 Year Ago
Updated english engine.json file
1 Year Ago
Merge from gesturepack
1 Year Ago
Cherrypicked 106168
1 Year Ago
Protocol++
1 Year Ago
Removed a log
1 Year Ago
Fixed halloween hunt score announcement typo
1 Year Ago
Merge: from requesttrees_spike - Fixes NRE when players disconnect during tree streaming (fixed by discarding those players early) Tests: in Editor CLIENT+SERVER mode disconnected before 4k proc-map streamed in - server was gud
1 Year Ago
Clean: removing leftover log Tests: none, trivial change
1 Year Ago
Merge: from main Tests: none (no conflicts)
1 Year Ago
Bugfix: Don't try to send tree batches to disconnected players - Also replace a broken link in a comment Tests: In Server+Client mode disconnected the client - no NRE
1 Year Ago
Fixed join gesture getting left on the screen when cancelling rps
1 Year Ago
Merge from main
1 Year Ago
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