137,280 Commits over 4,324 Days - 1.32cph!

- Players can't kick golfballs - Add drag on the ball so it doesnt roll forever - Add bounciness
Today
golf tee dressing
Today
Make jump/land sounds play for non local players * Also made Player:PlayStepSound volume argument default to 1 * Fixes Player:PlayStepSound not really doing anything in multiplayer Added game.Get3DSkyboxInfo Returns table with "origin" and "scale" keys. No function arguments. Send replicated convars in batches of 128 * This fixes an overflow/network channel corruption issue on server join when the server tries to send over 255 replicated convars to the client. Remove some unused stuff * Removes CRC calc for game_sounds_manifest.txt loading, since the CRC is never used. * Removes CGarrysMod::SetupSoundsManifest Reload soundscripts when games are mounted * This fixes no voice lines playing in Half-Life 2 maps when the game was started without HL2 mounted, and then HL2 is mounted. Minor cleanups in multiplayer animstate * Make flDeadtime in prediction use correct data type * Removed a bunch of unused fields in MultiPlayerPoseData_t * Reduce amount of LookupPoseParameter calls
- Fixed swap to driver popup not working
Create item for golf hole bucket - can now place it
Yesterday
Update: PoolAnalyzer - in cases of assignment, scan all block hierarchy up to local var declaration block - debug binary built from cb708ddf Down to 15 confirmed false-positives (5 different types) Tests: unit tests + started unity
Yesterday
- Improved hitting workflow again - Will now auto dismount if you've hit the ball then walked after sending it - Fix phrases not poping off
Yesterday
ao tweaks
Yesterday
deployable golf tee initial setup
Yesterday
- Player no longer auto dismounts after golfing. Stays on the mountable until space is pressed, this stops you getting disorientated - Dont draw trajectory if you have shot your ball
Yesterday
Show phrase when swapping golf club type
Yesterday
Ensure mountable dies when dismounting from a ball
Yesterday
Missed file
Yesterday
Update: PoolAnalyzer - check finally and using blocks - debug binary built from b28334fc Down to 48 potentially false-positive errors Tests: unit tests + started unity
Yesterday
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Yesterday
Basic ItemDefinition tests, checks dlc items are not researchable as well as missing sounds Finds 6 missing phys impact sounds Add descriptions, regenerate testlist
Yesterday
Update: PoolAnalyzer - more escape cases - recursively process expression statements to detect deeply nested escape cases - add support for field initializer escapes - debug binary built from e61378eb Currently detecting 54 errors (still a bunch of false-positives present) Tests: unit tests + started unity
Yesterday
Set power node fixes
Yesterday
Data cable icon updated
Yesterday
Apartment complex B / small and large greyboxes Added prefabs to the scene
Yesterday
Update: PoolAnalyzer - escape analysis if assigned to a variable as part of method arg list - debug binary build from 8b392070 Currently seeing 60 errors in C+S (3 valid, 2 false-positives, rest unknown). Tests: unit tests + launched unity
Yesterday
Add TriggerParent
Yesterday
Fix buoyancy submerged states being incorrect while batching. Slight perf improvement from no longer calling submerged callbacks for no reason. (thanks BlackLightning)
Yesterday
reduced size of cable heads in the viewmodel
Yesterday
set up 3p data cable
Yesterday
Add Construction component so the sockets actually work and add 2 extra window sockets
Yesterday
Support multiple TestParameterSource attributes Can now have more than one parameter source per test, they get combined
Yesterday
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Yesterday
Biome experiments / backup
Yesterday
data cable viewmodel setup, model name changes
Yesterday
Basic worldmodel tests, already catches 30+ misconfigured ones
Yesterday
Add sockets for doors and a window to the trailer
Yesterday
- New Iron position - New Driver position - Better hand IK positions
Yesterday
Update: PoolAnalyzer - handle more valid cases - added support for Dispose handling - added if(obj != null) Free(ref obj) handling - added support for using directives (both scoped and inline) I give up on trying to handle local data flow involving pooled objects - there's just too much work here Tests: unit tests + started unity (our Pooling unit tests no longer flag false-positives, this was kind of funny)
Yesterday
Codegen
Yesterday
Scale trailer hackweek entity by 2.5x
Yesterday
Allow towing attachments to scale the force before the joint breaks on a per-prefab basis - instead of changing global convar for hackweek each time I load the editor
Yesterday
- Can swap between putter, iron and driver by pressing CTRL when mounted to the ball - Clearup and rewrite the club system (AGAIN) - Reset and replace the position target transforms
Yesterday
Added data hub item, acts as a data combiner - 3 inputs 1 output
Yesterday
exported golf swing anims
Yesterday
Yesterday
Plugged the viewmodel prefab in
Yesterday
Folder cleanup
Yesterday
Fix clientside golf ball being returned to the server
Yesterday
Data cable world model and view model prefabs. Assigned new world model to item.
Yesterday
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Yesterday
Feedback changes: - Inverted A + D for walking - Reduced putting max by 50%
Yesterday
Revert golf ball mountable and golf ball back to what they should be
Yesterday
- Remade golf hole and animator - Fixed merge issues - Regen manifest - Fix folder issues
Yesterday
Added fillContainers command. It will fill boxes, barrels, TC's (anything with a container) with random items within 5 meters of the player. You can filter items by category too, same as the fill inventory command.