248,620 Commits over 3,928 Days - 2.64cph!

19 Days Ago
If a scientist loses sight of you and you pop from another angle they don't expect, they'll take more time to flick their crosshair to you If you reappear in the exact same spot though, they won't need to move their crosshair so they'll just shoot based on the average human reaction time
19 Days Ago
Different main menu music
19 Days Ago
Dead cubemap rendering code
19 Days Ago
Added some music, add ArenaManager.Instance
19 Days Ago
Remove dead code Pass VfxCompiledShaderInfo_t straight into CVfxByteCodeManager
19 Days Ago
Fix warning
19 Days Ago
Expose navlink ConnectionRadius
19 Days Ago
Clean up aim code
19 Days Ago
Fix invis NRE when invis player is killed
19 Days Ago
More CPR on the ancient christmas lights and their weirdo shader. Test save for Dayaan.
19 Days Ago
fire stack perk tweak frozen shard perk balancing more balancing diff 5 balance tweaks fear sfx fix more balance tweaks
19 Days Ago
Leaderboard backup, run #15941
20 Days Ago
Fix updating tags removing trigger contacts, only shapes that ignore each other should have contacts removed Position editor tool only smooth moves rigidbodies that have motion enabled
20 Days Ago
Fix collision events returning incorrect per triangle surfaces
20 Days Ago
Fixed car radio not saving it's current radio station through a server restart or when reocnnecting to a server
20 Days Ago
Merge from main
20 Days Ago
WIP support for adjusting r_prop bone on the hands layer shield blocking state, values need to be cached per affected weapon via the new ShieldHeldEntityOffset component
20 Days Ago
Remove unused r_tiled_rendering_depth_cull Unused VR rendering layers (probably)
20 Days Ago
AbsolutePath is required only for registering the asset Added Multiedit to RangedFloat (so you can edit all your sounds at once) AudioDistanceFloatProperties now support Multiedit ButtonControlWidget now supports Multiedit, will invoke the function on all selected Components GradientEditorWidget now supports Multiedit CurveControlWidget now supports Multiedit
20 Days Ago
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20 Days Ago
Added support for layers and per-instance colors to the indirect instanced renderer
20 Days Ago
merge from main
20 Days Ago
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20 Days Ago
- added test holdtype folders (1h/2h melee, bow, lr300) - added v4 rustplayer mask - setup hatchet 3p anims (updated melee overide controller) - updated hatchet.entity (removed offsets and set to attach to r_prop) - setup 2h 3p anims (updated sword overide controller) - updated longsword.entity (removed offsets and set to attach to r_prop) - updated lr300.entity (removed offsets and set to attach to r_prop) - added v4 player update loadout
20 Days Ago
Added a scene view toggle to hide all sockets gizmos when editing a prefab having sockets (off by default) When enabled, all socket gizmos will be hidden and will only appear when their respective gameobject is selected
20 Days Ago
Increase cloud atmospheric haze with TOD_Fogginess
20 Days Ago
Remove confusing, unused arguments
20 Days Ago
Implement `-StaticPropSampleScale` & `-StaticPropBounce` Temporarily re-add old SWEP localization tokens More work towards `-StaticPropBounce` Added `-softenCosine` for VRAD Fix static prop bounce not working due to uninitialized scale Fix branch specific compile errors
20 Days Ago
Better SocketMod_InWater gizmos Will no longer be drawn when its parent gameobject is selected (trying to reduce the gizmo nightmare when opening a prefab)
20 Days Ago
Hair Updates
20 Days Ago
Re-implement while node, expression reduction
20 Days Ago
Texture Update for Ballista
20 Days Ago
Added bounds handles for deploy volumes as well
20 Days Ago
Clean: reduce code duplication for BasePlayer.WaterFactor Tests: none, trivial change
20 Days Ago
Port "Fix compile errors" from main
20 Days Ago
Remove some perforce VGUI panels from builds + clean ups More minor cleanups Delete pointless header files Fix some map load warnings when Portal 1, HLS are not mounted Fix compile errors Try to fix linux compile Fixed clientside only entities being considered map created Fixed being disconnected from sv_lan servers due to recent changes Entity:FollowBone doesn't check the boneID argument if given NULL Fixed Mega Gravity Gun not being able to pick up flesh Remove cheat flag from cl_wpn_sway_scale Added sv_quota_stringcmd_kick Update description of gmod_uncache_test Fixed crashes wiith CTriggerWind when loading a save Minor clean ups Micro optimization for SWEP think More minor clean ups Added new NPC functions Added `NPC:SetFOV`, `NPC:GetFOV` (in degrees), `NPC:IsInViewCone`( vector/entity ) Fixed Lua error with DTree node having 0 child elements Fixed base Lua SWEPs not using correct localization strings Also removed some useless strings from garrysmod_english.txt Fixed unicode addon name display for WorkshopDL Merged Pull Requests * Localization support for crosshair customization * Added Entity:AddSpawnFlags, Entity:RemoveSpawnFlags and Entity:SetSpawnFlags * Optimize DLabel autostretch behavior * Cache gamemode table for gamemode.Call and hook.Run Updated TTT Russian localization (Community Contribution) Improve DButton center alignment X-axis text inset handling Fix "Invalid string command" false positive Revert DLabel changes The changes cause issues with spawnmenu help text and other people's code. Optimize DListView_Line Remove DListViewLabel's Think function since it does nothing in DListView_Line anyway
20 Days Ago
Indirect Instancing: - Remove delegate callbacks to avoid allocations at all costs - Lots of clean-up / Removed some ugly hacks - Use proper namespace namespaces - Use a camera component for proper resource management - Prefix all profiler regions with "Indirect." for an easy overview
20 Days Ago
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20 Days Ago
initial support for per-tool carving settings - separated mask of carving modes and settings for shapes / sizes - only added to the jackhammer and icepick, need to set it up for all other piercing damage melee weapons
20 Days Ago
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20 Days Ago
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20 Days Ago
Fix static prop bounce not working due to uninitialized scale
20 Days Ago
Changed the "GiveItem failed!" error toast so it no longer pops on top of the inventory
20 Days Ago
set up v4 unarmed anims in player animator
20 Days Ago
Clean up Move g_pResourceCompilerSystem to engine, bind CUtlBuffer Add CResourceCompilerSystem::GenerateResourceBytes Add resilient retry to shader cache save Start shader writing
20 Days Ago
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20 Days Ago
Some helpers for writing node definitions
20 Days Ago
Rest of v4 unarmed anim set exports
20 Days Ago
merge from primitive