193,552 Commits over 4,079 Days - 1.98cph!
removed the metal shield skin from rig then linked the v_shield to the weapon rootbone in the prefab.
Timeline playback/record initial test
Show the loading screen before teleporting the player rather than after, should fix players seeing the halloween/xmas dungeon as it loads in
battering ram fuel consumption
Show incorrect presses in red
fixed car lift collider box being offset in y/z
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.
fixed storage building large ceiling collider gap
Repair UI and gesturecollection prefabs after merge
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+1 the month in the server browser last played
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
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Add a small delay before showing QTE ui.
Tweak sequence length ranges.
Negative modifier tweaks.
Fail state can now apply player modifiers.
Pressing a wrong key will now fail the QTE.
Add some placeholder modifier effects for fail state.
Merge from main -> copypaste
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.
Basic initial QTE sequence generation, just string based for now.
Trigger QTE event properly and with generated sequence.
TTT: fix ragdoll not being created if ttt_dyingshot is on
Community contribution
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
3p anims + updated worldmodel anims
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
removed WaterVisibilityTrigger from xmas dungeon cell prefabs
removing WaterVisibilityTrigger from all halloween procedural dungeon cell prefabs and set it to not spawn a christmas dungeon
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.
Fix: FreeUnmanaged the DebrisEntity list after we're done with it
Updated english engine.json file
Fixed halloween hunt score announcement typo
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
Clean: removing leftover log
Tests: none, trivial change
Merge: from main
Tests: none (no conflicts)
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
Fixed join gesture getting left on the screen when cancelling rps
More sensible defaults for 360 controller bindings
$eyeposition and $illumposition are now affected by $scale
Block gui/input.SetCursorPos while main menu is open
removed random water body