161,900 Commits over 4,597 Days - 1.47cph!

2 Years Ago
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2 Years Ago
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2 Years Ago
Disable shield collider while the shield is on the players back
2 Years Ago
Compile fix
2 Years Ago
Added support for multiple record modes: FrameInterval or Manual. Automate timeline playback, start recording and then end recording after timeline has finished. OnComplete now triggers after playback has finished, so we correctly pop up the output folder etc. Can now specify an initial timeline playback start time.
2 Years Ago
Merge from main
2 Years Ago
Fix copy paste - now remaps every type of network id, fixing storage entities - fixed building ID not being reset for new pastes - refactored pasting code so it more closely resembles SaveRestore.Load() - fixed rotation of pastes not always working - save entities in order of network id so the pasting is more deterministic - removed saving of entity ids in pastes because it's not needed - change paste directory from EntityCopies -> copypaste
2 Years Ago
Merge from halloween24
2 Years Ago
HLOD now immediately resolves when the player finishes loading
2 Years Ago
removed the metal shield skin from rig then linked the v_shield to the weapon rootbone in the prefab.
2 Years Ago
Timeline playback/record initial test
2 Years Ago
Show the loading screen before teleporting the player rather than after, should fix players seeing the halloween/xmas dungeon as it loads in
2 Years Ago
battering ram fuel consumption
2 Years Ago
Show incorrect presses in red
2 Years Ago
2 Years Ago
fixed car lift collider box being offset in y/z
2 Years Ago
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.
2 Years Ago
2 Years Ago
fixed storage building large ceiling collider gap
2 Years Ago
Repair UI and gesturecollection prefabs after merge
2 Years Ago
Merge from main
2 Years Ago
Merge from QTE
2 Years Ago
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2 Years Ago
+1 the month in the server browser last played
2 Years Ago
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
2 Years Ago
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2 Years Ago
Add a small delay before showing QTE ui.
2 Years Ago
Basic initial QTE sequence generation, just string based for now. Trigger QTE event properly and with generated sequence.
2 Years Ago
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.
2 Years Ago
Merge from main -> copypaste
2 Years Ago
Fail state can now apply player modifiers. Pressing a wrong key will now fail the QTE. Add some placeholder modifier effects for fail state.
2 Years Ago
Tweak sequence length ranges. Negative modifier tweaks.
2 Years Ago
TTT: fix ragdoll not being created if ttt_dyingshot is on Community contribution
2 Years Ago
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
2 Years Ago
3p anims + updated worldmodel anims
2 Years Ago
merge from Halloween24
2 Years Ago
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
2 Years Ago
wip qte
2 Years Ago
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.
2 Years Ago
removed WaterVisibilityTrigger from xmas dungeon cell prefabs
2 Years Ago
merge from Halloween24
2 Years Ago
removing WaterVisibilityTrigger from all halloween procedural dungeon cell prefabs and set it to not spawn a christmas dungeon
2 Years Ago
merge from main
2 Years Ago
Fix: FreeUnmanaged the DebrisEntity list after we're done with it
2 Years Ago
Updated english engine.json file
2 Years Ago
Merge from gesturepack
2 Years Ago
Cherrypicked 106168
2 Years Ago
Protocol++
2 Years Ago
Removed a log
2 Years Ago
Fixed halloween hunt score announcement typo