198,725 Commits over 4,140 Days - 2.00cph!
Added a new mission stage that makes the player respawn (between cooking and bear hunting)
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Move where we set -game for Hammer, and init mod shaders for vbsp
Fixed func_tank becoming unusable with firerate of <= 0
BLock cl_defaultweapon
Creates confusion for players who don't know of its existence
Fix trigger_hurt damagetype parsing
Increase the base Hammer Compile Window size to 1280x720
Fix vbsp cubemap code failing every time
Fixed func_instance_io_proxy not updating inputs correctly
All VMFs (map, and each instance) need to be re-saved for this to work properly. MapIO separators are changed from commas to ESC character.
Hammer/game was always able to load such VMFs/BSPs, but didn't write them. Now it does. so GMod .vmf files may not be compatible with ancient Hammer editors.
Moved "cached version doesn't exist" to developer 1
Set -game to garrysmod for Hammer, if not set
Fixes gmod shaders not loading in Hammer, resulting in certain materials failing to load as well, such as the painted skybox
player update. edited construction holdtype override controller
Wear item check now returns item it replaced
Can fetch PlayerInventory class through player
Item icon set methods
More physicsmats & related files.
Set dressing harbor2 progress
materials decal layer #
player update. edited building plan anims and set planner to use rprop bone instead of rhand bone
Reposed hide shoes to match updated player rig
Set dressing harbor2 progress
materials decal layer #
Set dressing harbor2 progress
shifted a bunch of materials' decal layer to #3
merge from metal_detector
HQM ore will no longer drop from nodes in the tutorial
Updated some help prompts
Fully hide workbench tech tree button, don't just make it non-interactable
Add extra bit of dialogue to the first conversation so it's clear that it's a multiple choice
Fixed broken kayak prefab after merge
Added a big invisible collider under the jetty to stop kayaks getting stuck after placing them
Change item store item prefab to fully use flex layout so it handles the changing column widths
Update Facepunch.Flexbox (dynamic column width, aspect ratio)
Fixed pivot point issues on subsequent runs.
Fixed autospin not ramping up.
Allow disabling interaction
Remove skybox from test scene
Fixed some skins still not loading in the skin viewer test scene
Various changes to allow the skin viewer models to show up in the item icon slots without needing the separate modal window
Reduced GC in cluster generation by preallocating a bunch of appropriately sized MapMarker lists
Made tooltips use pooling
Instant flags and rate check.
Applied subtle fade in and out to backpack UI when opened/closed
Use a HashSet when calculating marker clusters, makes generation twice as fast (3ms = 100 vm's goes to 1.5ms)
Prepool 25 shop markers and clusters so first run is faster
Undo changes to QueuedLoader and ClientsideModel/Ragdoll
Fix compile error of editor holster tool
Set dressing harbor2 progress
mossy tire stacks material variant
Disable more stuff I enabled
Fix cloth on projectiles and world models having the wrong gravity direction
Probably fix stretching of cloth when teleporting large distances
Disable some parts of QueuedLoader
larger detector flags
white lantern unlocked by red lantern
show flag health
detector spots in tundra