130,847 Commits over 4,232 Days - 1.29cph!

2 Years Ago
Update TC tooltip
2 Years Ago
Removed homing launcher ADS sound
2 Years Ago
Fixed multiple deploy sounds if multi-clicking while ADSing with homing launcher
2 Years Ago
Merge Main -> HML
2 Years Ago
Convert brutalist prefabs
2 Years Ago
Add editor tool to convert brutalist only to instancing
2 Years Ago
Updated train tunnel entrance terrain check
2 Years Ago
Train tunnel entrance icon
2 Years Ago
Tweaked entrance mound heightmap to get rid of the gaps Extended the lip around the mesh to help with hiding gaps Tweaked the blend map to generate flat terrain in front of the entrance
2 Years Ago
EmitSound precaches the sound when ran in multiplayer serverside Added NPC:Set/GetViewOffset
2 Years Ago
merge from /main/standard-refraction
2 Years Ago
merge from building_skins_3/building_skins_4
2 Years Ago
Fixed brutalist still using HQM instead of stone
2 Years Ago
Simplified & fixed FOV calculations for world clicker panels Call GM:EntityRemoved for full update removes, but with an extra arg
2 Years Ago
Fixed shader and script compile errors
2 Years Ago
Particle soft fade modulation test for Petur (6point shader)
2 Years Ago
Fixed missing rail connections to tunnel entrance after 87807
2 Years Ago
TerrainPlacement supports being on a child object with a positon / rotation offset
2 Years Ago
Train tunnel rail entrance terrain setup
2 Years Ago
Entrance collider
2 Years Ago
merge from uv123-tangent-basis-fix
2 Years Ago
Brutalist skin now Stone replacement Fixed several gibs r/w issues
2 Years Ago
merge from /building_skins_3/building_skins_4
2 Years Ago
Fixed NaN and Infinity in some cases due to undefined/zeroed params
2 Years Ago
Fixed dof_deckard convar logic
2 Years Ago
Matched deckard sensor size list to our existing sensor list
2 Years Ago
Corrected a few sensor sizes in ConVar.Client.CameraSensorSize
2 Years Ago
merge form main
2 Years Ago
merged from terrain-shader-fix
2 Years Ago
merge from building_skins_3/building_skins_4
2 Years Ago
merge from tc_layout_update
2 Years Ago
Only allow players to place walls at the correct rotation, no soft side facing out
2 Years Ago
Split the build base objective into two parts, building the foundations and then building the walls This allows an extra modal UI to explain softsides
2 Years Ago
Add a specific mount stage to the final mission
2 Years Ago
Fixed modular cars not being pushed by explosion force if hit in a way where only the module(s) took damage, and not the base chassis. Reduced overall car explosion force to compensate for the fix.
2 Years Ago
Switched my inventory loadout back to standard rocket launcher
2 Years Ago
Harvest pings can now be changed per objective so different resources can have their own pings
2 Years Ago
Swap craft bow and craft bandages objective
2 Years Ago
Heal objective now just requires the player to use a bandage
2 Years Ago
Added VarUInt read & write methods because protobuf serializes strings different than NetRead & NetWrite does Ensure stream position is correctly offset when writing strings & variable length int
2 Years Ago
Removed accidental include
2 Years Ago
Entrance LODs
2 Years Ago
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2 Years Ago
Added Match Main Camera toggle to sync settings with in-game DoF + removed auto focus option + added dof_deckard convar
2 Years Ago
Disable connection sharing for now
2 Years Ago
Disable connection sharing for now
2 Years Ago
Separate tutorial bear AI design.
2 Years Ago
Sensor size matches main camera by default
2 Years Ago
Grouped settings with foldouts
2 Years Ago
Added 6th optional argument to util.ScreenShake - AirShake defaults to false Added SENT_AI:OnTaskFailed and others Added NPC:GetIdealYaw, NPC:GetArrivalDirection, NPC:SetUnforgettable Added CNavArea:MarkAsDamaging, CNavArea.IsDamaging Experimental: input.GetCursorPos returns 0,0 when cursor is not visible This matches behavior of gui.MousePos() Added .dem and .vcd to file.Write whitelist Rework and deduplicate Lua enums Added COND.* enums Added render.ComputePixelDiameterOfSphere SourceTV players are considered bots for player library Fix npc_rocket_turret spawn position Merged Pull Requests * Improvements to DComboBox * Improvements to MatSelect Minor adjustments Fixed Player:SprintEnable not working Also made Player:SprintEnable accept a bool optionally, and added Player.IsWalking minor changes Undo changes to input.GetCursorPos Causes issues with spawnicon editor, and probably other addons too. Delete serverplugin_empty.dll Fixed crashes when accessing out of bounds flex controllers This fixes crashes when rendering spawnicons of models that have more than 96 flex controllers. Probably fixes other cases as well. Enable connection reusage for HTTP Speeds up subsequent requests render.Push/PopRenderTarget overflow/underflow safeguards Also made certain render.Push* function overflowing not crash the game outright Adjust "Failed to find any models for this addon" error Mention what might be causing the issue Added OnPlayerLand/OnPlayerJump hooks Arguments are `Player, number`, where the number is the velocity/impulse of the landing/jump Should these 2 hooks be combined into 1? Remove OnPlayerLand hook (OnPlayerHitGround exists) Fixed a regression with spawnmenu "no models" message Safeguards against malformed .gma files New VertexLitGeneric parameters `$AllowDiffuseModulation` and `$NoTint` - both allow disabling color tint per material Vector:Mul() now supports VMatrix Make sure SourceTV bot is treated as bot in game code Fixes garrysmod-issues/issues/5575 Added navmesh.CreateNavLadder Arguments are: Vec top, Vec bottom, float width, Vec2D dir, float maxHeightAboveTopArea = 0 Weapon:GetTracerOrigin is now called for 3rd person view as well LuaMesh.BuildFromTriangles allows modifying the mesh This is only permitted when the vertex count matches between existing mesh, and the new mesh. EntityEmitSound blocks CSceneEntity close captions Added OnCloseCaptionEmit hook Arguments are: string soundScript number duration bool fromPlayer string fullText - can be nil if token is not registered Added gui.AddCaption( text, duration, fromPlayer ) More killicon aliases for physics kills New Portal NPCs can be duplicated sound.Play better optional argument handling New default crosshair + options Options > Multiplayer > Crosshair Customization Make 2nd arg actually set the sound position of Global.EmitSound Also default the 3rd parameter (entityID) to 0. Remove unintended console message from crosshair panel Bump gui.OpenURL limit to 2000 Added new optional argument to render.ClearDepth bool stencil - also clear stencil buffer, defaults to true for backwards compatibility Do not call GM:EntityRemoved and ENT:OnRemove during full updates garrysmod-issues/issues/4675 Allow GM:OnPhysgunFreeze to be ran on non vphysics entities The 2nd argument ( physobj ) will be NULL world clicker panels FOV adjustment Now uses view setup FOV, not Player:GetFOV, affects gui.ScreenToVector as well Fix branch specific compile error