130,810 Commits over 4,232 Days - 1.29cph!

2 Years Ago
Add clear option to poster
2 Years Ago
Wanted poster setup Fixed some trophy exceptions
2 Years Ago
When resuming industrial line, check LOS of each segment incase a wall was placed that blocks part of the pending pipe (clientside, server already validates it)
2 Years Ago
Merge from main
2 Years Ago
Fix pending wire sometimes not being cleared when starting a new wire
2 Years Ago
Don't play wire connect effect when reconnecting wire
2 Years Ago
Wire tool saves current wire when unequipping it
2 Years Ago
Merge Main -> RagdollsOnVehicles2
2 Years Ago
Merge from main
2 Years Ago
Right click for <0.15s to disconnect wire Hold right click to clear wire Make disconnect & clear duration configurable in the wiretool entity (rather than hardcoded) Apply same values to pipe tool & hose tool
2 Years Ago
Fixed train tunnel rail entrance sometimes spawning too close to monuments
2 Years Ago
Made triggers fit slopes better to fix broken terrain collisions Tweaked environment volumes to make transition between underground and aboveground smoother
2 Years Ago
Fixed wire not being reversed when connecting a wire to the same IO entity and disconnecting the input
2 Years Ago
Fix protobuf generator not having updated generated code from `threadsafe_protobuf`
2 Years Ago
#CLIENT and #SERVER compile fixes
2 Years Ago
Added "Rust/Standard Mesh Terrain" for mesh-based terrains; assigned to tutorial island material w/ temp control maps
2 Years Ago
OnEntityCreated is now also called for clientside only entities
2 Years Ago
Mesh update
2 Years Ago
wip
2 Years Ago
Overgrowth
2 Years Ago
merge from main -> wire_tool_reconnect
2 Years Ago
Refactor "altMove" and "backpackOpen" into a enum "ItemMoveModifiers", add in ctrl + shift modifiers as well (unused)
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