130,938 Commits over 4,232 Days - 1.29cph!

2 Years Ago
Prevent backpack being dropped because the locker can't accept a backpack with items, instead keep it in the player's inventory
2 Years Ago
Underwater detailing
2 Years Ago
Add skinned backpack mesh
2 Years Ago
Fixed rail link sometimes overlapping elevator shafts
2 Years Ago
Added camera frustum outline rendering at runtime.
2 Years Ago
merge from main
2 Years Ago
Halloween Score board fix
2 Years Ago
Added heightmap mesh for the second entrance
2 Years Ago
Restore content unloading, but behind convar gmod_unload_test, defaults to 0 Build bspzip.exe and ship it (32bit only)
2 Years Ago
Location point generation and handling. UI distance clamping. Use radius for long range detection.
2 Years Ago
Added First Wanted Poster Variation Added First Wanted Poster Materials and Model Setup Basic Prefab
2 Years Ago
Fix gmod_suit 1 breaking sprinting Sentences system calls EntityEmitSound There are a few caveats: * SoundName is always invalid.wav * OriginalSoundName is the sentence name * The sound table will contain SentenceIndex in these cases * OriginalSoundName can be changed to replace the sound. Global.EmitSentence now has an optional 9th argument = DSP, defaults to 0 Added Panel.GetScrollStartIndexes Works only on text entries, returns 2 values - x axis offset, y axis offset Added some NPC functions NPC.GetGoalPos NPC.GetGoalTarget NPC.IsCurWaypointGoal More "reportable" keyvalues in default FGDs Shows useful info in the Entity Report window Added NPC:GetCurGoalType navmesh Lua API additions Added missing enum for NAV_MESH_BLOCKED_PROPDOOR Added navmesh.GetBlockedAreas() Added CNavArea:MarkAsBlocked( teamID ) Added CNavArea:MarkAsUnblocked( teamID ) Added CNavArea:RemoveAttributes( flags ) Added CNavArea:AddAttributes( flags ) Disable default automatic navmesh unblocking Add some of the existing nav related entities to the FGD func_physbox/pushable is ignored by navmesh gen Disallow making addon presets with empty names Also fixed number only names being unable to be deleted Confirmation when deleting addon presets Addon preset importing and exporting Merge Pull Request Added net.Read/WritePlayer Make ENT:OnTaskFailed second argument work Added 2nd return value to NPC:Disposition - priority Panel.DrawTextEntryText doesn't silently fail with invalid input gitignore settings/presets/ Fix crashes when attempting to index invalid sentence IDs Fix spawnmenu saved cursor pos resetting to middle of the screen sometimes Resolved incompatibility with $BlendModulateTexture and $detail Give sk_ally_regen_time a minimum value of 0.01 to avoid division by 0 And subsequent freezes due to infinite loops Lazily fix props with VortWarp shader crashing when entering water Reduce default max_fps to 150 There's no reason to have it at 300 by default Add a hack for $alphatest 1 displacements not having collisions $alphatest 1 brushes are considered "windows" and are non solid, but it doesn't make sense for displacements. Rename CS:GO mountable game to mention the legacy branch I am not sure we should keep it, might just leave this to mount.cfg Fixed blendable textures on a brush being inverted in Hammer i.e. not appearing like they do in-game. Remove empty files from build process Fixed fonts from gamemode's content/ folder not being extracted For workshop addons, so they can actually be loaded. Hide "No bound shader" warning behind developer 1 And also add which materials the error is for Merged Pull Requests gmad.exe - Reduced buffer reallocations, which results in much faster .gma file creation, most noticeable with many small files. Added zi_ maps to Team Fortress 2 category Merged Pull Requests Added ents.Iterator and player.Iterator Added string.CardinalToOrdinal Fix compile error
2 Years Ago
Fixed _ShadowMapTexture related errors in "Rust/Standard", possibly others
2 Years Ago
Update gm_construct.nav Added walkable drop down only areas to elevated areas, such as roofs of certain buildings Added some navarea functions Added CNavArea.GetIncomingConnectionDistances Added CNavArea.GetAdjacentAreaDistances Both have optional arguments to limit output to a certain navDir, and return the precalculated distances to the returned areas.
2 Years Ago
Cherry picked 88685, 88686
2 Years Ago
Fixed "CopyTexture" error and "built-in RT type 15 not found" warning, when spawning players
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
When no second rail path can be found when connecting a monument to the rail network, try pathing to our first rail path in an attempt to merge them + reuse the existing path (better than having a missing connection)
2 Years Ago
More foliage tests
2 Years Ago
Some progress bars
2 Years Ago
Fix cell size of backpack inventory
2 Years Ago
Fixed train signal lights at low LODs
2 Years Ago
Greatly sped up RefreshLightState by caching the splines that are part of each signal's block
2 Years Ago
Try commiting GameUI.Inventory again
2 Years Ago
Add GameUI.Inventory.Backpack to GameUI.Inventory
2 Years Ago
Add BackpackInventoryPanel Set backpack panel to resizable
2 Years Ago
Foliage baker can now bake down the currently loaded foliage into mesh assets to be saved to disk
2 Years Ago
TrainSignal class cleanup
2 Years Ago
Merge from tutorial_island/foliage
2 Years Ago
Reduced garbage gen in RefreshLightState to zero
2 Years Ago
legacy benelli (spaghelli) shotgun viewmodel and worldmodel with lods initial prefabs setup
2 Years Ago
Heli wreckage & related files.
2 Years Ago
Fixed smoothness inconsistencies in all the rock_formation_small materials.
2 Years Ago
Terrain detailing.
2 Years Ago
merge from main -> hackweek_backpacks_2
2 Years Ago
Second tunnel entrance progress / LODs/ collision /prefab changes
2 Years Ago
Set occupationOver of backpack to back
2 Years Ago
Cherrypick "prevent parenting"
2 Years Ago
Reassign entityPrefab of backpack wearable
2 Years Ago
Change default volume from `1` to `0` Rename `itemVolume` to `volume` as unity is confused after changing default value
2 Years Ago
Source, detection and UI basics.
2 Years Ago
Splat updates for 8 channels. Scene org & heightmap polish.
2 Years Ago
Fix targetID being jumpy player manager cleanups Merged pull request Add sequential parameter to net.Read/WriteTable
2 Years Ago
Initial states wip. Held entities can now block sprinting. Reduce movement speed and block sprinting when in sweetspot detection state. Initial UI setup/prefab/boilerplate code.
2 Years Ago
exported new player crouch set of unarmed anims
2 Years Ago
Added console command to set player health, food and hydration.
2 Years Ago
skinning knife viewmodel and world model / lods materials and textures initial prefab setup
2 Years Ago
Rework killicon library New argument for killicon.GetSize - bool dontEqualizeHeight, set to true to return the actual height of a killicon killicon.Add can now use .pngs Added killicon.AddTexCoord - subrect killicons on a single texture (Community Contribution) Added killicon.Render - draws the killicon without weird vertical offsets, also has dontEqualizeHeight argument to draw unscaled killicon Changed base gamemode deathnotice to use killicon.Render to have better killicon alignment