127,724 Commits over 4,201 Days - 1.27cph!

1 Year Ago
Merge from demo_shot_delete_fix
1 Year Ago
Fixed error when deleting a folder with demo shots inside
1 Year Ago
Hemp slightly more neon for visibility
1 Year Ago
Configure a bunch more prefabs & configure important vs unimportant ports Fix water IO ports not working
1 Year Ago
Fixed shield inputs being processed while inventory is open Fixed shield deploying when it shouldn't if the shield was placed in the backpack slot while an incompatible held entity is equipped
1 Year Ago
Fixed holstered shields parenting to the spine bone with a 70m offset
1 Year Ago
Item icons
1 Year Ago
Wooden shield variant setup
1 Year Ago
Set up improvised shield prefab variants
1 Year Ago
Merge from main
1 Year Ago
TowingAttachment compile fix
1 Year Ago
Ballista aiming logic wip Added a setting for mountables to override player eyes rotation
1 Year Ago
High priority ports will show regardless of being marked as "main power"
1 Year Ago
Reposition industrial conveyor electrical ports so power in & out is on top & sensor outposts are on the bottom - did while marking direction of each port
1 Year Ago
Mark certain IO ports as higher priority, only show the important ports by default - main input, output & passthrough power considered important by default - `io_arrow_mode` convar to control behavior
1 Year Ago
Optimized the crap out of Large Furnace lighting, with close proximity placement spam in mind. No shadowcasters needed anymore and should also fix bounding box smoke flickering.
1 Year Ago
Feedback and polish on catapult and textures
1 Year Ago
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1 Year Ago
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1 Year Ago
Bump `cvarlist` buffers from 128 to 1024 Use the #classname for Sandbox editors and Bouncy BALL Localize stuff added by game_hl2.lua (Partially Community Contribution) Fixed a crash to do with teleporting constrained entities Removed unused variables in Problems panels Pull Requests * Use localization strings for GMod-specific keyboard settings * TTT: Updated Turkish localization * Use 4 number overload of surface.SetDrawColor in base game for performance Tooltips for vehicles in spawnmenu akin to those for SWEPs, SENTs Resistance turrets only set the 2 valid skins (was trying to use 4) Localize NPC and Vehicle spawnmenu tab entries Added Resistance Turrets to spawnmenu if Episode 2 is mounted Adjust "Prison Guard" localization strings Also remove unintentional changes Fixed wrong translation string used in recent changes (oopsie) Fixed a few more potential crashing issues Fix a lag issue to do with spamming certain packets to the server from client
1 Year Ago
Merged ghostanim.mdl and blackout.mdl Instead of doing a hack for Episode 1, just merge all these models from all the half-life 2 games, and including portal 1 Episodic Poison Zombie model with fixed animation events Advisor episodic model hack The models are too different to be merged, so we swap the ep2 one in, on spawn Episodic combine_intmonitor props with extra skin gmad.exe allows .vtx files again Try writing current git branch to garrysmod.ver Added color input/kv for `func_water_analog` Episodic headcrab models They have ceiling animations for ep1 + lamarr merged model Fix missing Ladder.WoodStepRight/Left soundscripts (ep2) Merged gman model Remove missing skins from certain PHX props concrete_barrier00.mdl concrete_barrier01.mdl box_torpedo.mdl box_amraam.mdl Minor code cleanup Jalopy model with adjusted correct suspension travel
1 Year Ago
▍▋▄▇▉ ▅▋▄ ▆▍▋ || ▌▋▉▊▉▉▅▆ ▋▆▍▆▍▄▆ ▉▉▊▌▌▌▍▋▊▋ ▅▊▆▄▋, ▉▇ ▌█▆▊▅ ▄▄▄▆ ▄▅▅▄ ▉▅▇ ▇▉▅█▇▅ (▍▌▍▌▌█ ▍▌▅▄ ▊▉██▌▉ ▇▉▉▌▉▋ ▌▉▉▆▍▇▍█▉ ▅▄▊ ▉▇▋▆▅▊). ▅█▍▅ █▉▅▋█ ▋▆▊ ▌█▉▅▄ ▇▇▊█▉▌▊ █ & ▉
1 Year Ago
func_smokevolume removes particles when dormant Always enable loading screen for the `map` concommand Mount floating .GMA files before fetching info about subscriptions So they load in time if launching the game with +map Don't try to enable loading screen on linux srcds (compile fix) Restore some more HL2-specific gamerules behaviors sk_plr_health_drop_time sk_plr_grenade_drop_time sv_robust_explosions Entities that block radius damage, don't block it on themselves Do not hide servers with OOB data, clamp the data Do not hide the server from master server if sv_lan is 1 This causes LAN servers to be invisible to the LAN tab in the server browser, which is a regression. Mention `hide_server` convar in sv_lan's description. Fixed a Linux crash with sv_showlagcompensation (hopefully, most likely) Fixed Entity:ManipulateBoneJiggle type `2` non functioning Mention valid sample rates in "Invalid sample rate X for sound Y" warning Unblock 'mp_flashlight' in menu state Autorefresh weapons in spawnmenu Changing weapon info (including adding a new weapon) will update the weapon in spawnmenu automatically. Remove respawn_entities concommand We have gmod_admin_cleanup Pull Requests Fixed Lua error in TTT introduced by a previous PR Improved TTT's Spanish localization Micro optimization for GWEN.CreateTextureBorder and related functions Only drop physics gun held props from Lua Episodic models for Combine Dropship and Mossman They should contain all animations for all 3 games.
1 Year Ago
DDraw arrows in & out of IO ports when looking with a wire tool
1 Year Ago
Mount folder addons before Workshop system
1 Year Ago
Show IO port direction as an arrow instead of a line in the editor gizmo
1 Year Ago
Configure a direction for every IO port for every deployable IO entity
1 Year Ago
Refine sv_max_userinfo_rate further Hopefully this fixes issues on map load "Start Disabled" spawnflag for env_projectedtexture The "Enabled" spawnflag makes no sense as the entity is always enabled on creation across all SourceSDK2013 games according to the source code. Restore missing options in env_projectedtexture in Hammer Also rearranged useful options to the top, added browse texture button to the texture keyvalue env_projectedtexture Toggle input Added ProjectedTexture:Get/SetNoCull()
1 Year Ago
▋▆▋▌ ▅▊▇ ▄▋▉▍█ █▇ ▆▄▉▊▍▅▊▍ ▆▋ ▌▉▅▅▇▆█▊ ▅██▆▅▉▆ (▆█▆▉█▅▊ ▊▍▌█▊▌ ▇▋▋▋ ▄▍▍▊█▆▋ ▉▅▆▇▄ ▌▄ ▌▄█▊▊ ██ ▋▉▆▌▆ ▆▌▉▉▇█▊▋ ▆▅▉▊▌▆▉▍▇▍▇)
1 Year Ago
transforms on improvised shield
1 Year Ago
Change input to jump only
1 Year Ago
Mountable: - Added dismount on input - Added eye override pose - Adjusted poses when on mountable - Changed mountable spawning behaviour
1 Year Ago
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1 Year Ago
Check if navmesh if ready on wolves, even if movement is currently disabled
1 Year Ago
divesite_despawn_fix -> main
1 Year Ago
Doubled divesite check radius - Still low enough to properly despawn divesites - High enough to allow swim to surface
1 Year Ago
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1 Year Ago
▌█▋▆▄ ▊█▄▋ ▌█_▆▍▉▆_▄▋▌▌▊▇▅█▋ (▍▋▌ ▇▆▍▊▅▄█▉▉▄▆▇.▉▋▅▊▍▄█▍▇▍▆▍▌▆ ▉▋▊▄▍▇)
1 Year Ago
Fix assert firing when wolf doesn't lock on a target because of an early out, but then tries to release the lock (harmless but prints errors) Make lock system API more intuitive and less error prone
1 Year Ago
Added Catapult Explosive Ammo Blockout Model
1 Year Ago
added TowConfig prefabattribute that's retrieved and combined between two objects when towing begins - combines to the most restricted settings of both configs (a towing object may allow free rotation on an axis that the towed object may need to restrict)
1 Year Ago
cars ticking tow attachment properly and handling detaching
1 Year Ago
adjusting layering and position of towing anchors and triggers
1 Year Ago
Reduced AO on catapult trims
1 Year Ago
Show vending machine names in the F1 UGC panel
1 Year Ago
Deleted underwater_divesites scene folder, all divesites now use a prefab based workflow
1 Year Ago
Applied a force include SceneToPrefabTag to the rocks root in most affected monuments (rocks were being ignored by HLOD because their root was below the cutoff for HLOD generation) S2P Trainyard, Arctic Research Base, Satellite DIsh, Powerplant, NMS, Military Tunnel, Lighthouse, Harbor 1
1 Year Ago
More accurate HLOD warnings for renderer setup issues (missing materials, mismatched submesh counts, etc) Fixed "Create HLOD" button on HLODBounds component reusing previous bakes
1 Year Ago
Revert radtown scene to version from radtown_fixes, has more up to date fixes
1 Year Ago
Merge from radtown_monument_fixes