250,037 Commits over 3,959 Days - 2.63cph!

3 Months Ago
Clearer docs here, only log warning if networking debug is enabled here
3 Months Ago
Prefab menu update
3 Months Ago
update obsolete code
3 Months Ago
Drive ragdoll physics from animation in fixed update
3 Months Ago
Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
3 Months Ago
Disable deployed cameras from being disabled while shot
3 Months Ago
Add extra collider to static CCTV camera so it can be shot better - add static effect to the camera prefab itself
3 Months Ago
Disable static CCTV cameras in monuments when they take damage - default duration 5 minutes (convar `camera_disable_seconds`) - 95% static effect when disabled - can still hear audio when camera is disabled - static effect around camera when disabled
3 Months Ago
fix broken vmdls
3 Months Ago
Don't forget to add arg to header
3 Months Ago
Add NetTransmission flag support when using SendMessage via Steam Sockets
3 Months Ago
Remove unusued code
3 Months Ago
Removed old/outdated pose files
3 Months Ago
Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that. Remove this log
3 Months Ago
Test logs
3 Months Ago
Hazmat prefab fixes
3 Months Ago
system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source.
3 Months Ago
Serialize TargetMessage flags as byte
3 Months Ago
Parent merge
3 Months Ago
Merge from brzone-blending -> main
3 Months Ago
Prefab application & fixes.
3 Months Ago
Shader Support a hotspot layer on projection https://files.facepunch.com/louie/1b2211b1/sbox-dev_BJkYW81ltd.jpg
3 Months Ago
fix missing materials for unicycle skins
3 Months Ago
fix foot attachments
3 Months Ago
fix null references on unicycle dresser
3 Months Ago
initial commit initial commit work on main menu, fixing some vmdls, logo update, knewave font solo page updates, medal icon changes customize menu updates, arrow pngs more ui work, add default color for every customization item pause menu updates more pause menu work test map, pause menu work pause menu reorganizing, map finished menu tutorial message ui updates remove text shadows
3 Months Ago
remove text shadows
3 Months Ago
Cleaned up all rock formation meshes / better LOD distances for large variants / added shadow proxies / baked normals for LOD3 and LOD4
3 Months Ago
tutorial message ui updates
3 Months Ago
Network compat breaking changes * Removed bodyque system/entity * Remvoed vote_controller entity Bump network version & .exe version Fix weapon_snark network types Remove m_bHL2EpisodicBehaviour from gmod gamerules CTEPhysicsProp model scale networking TEHL2MPFireBullets Y axis spread networking Completely remove the commentary system Fix incorrect particles spawning if there are too many garrysmod-issues/issues/5509 Remove test_traceline entity Restore portal entity clientside parts (lasers) `teamonly` in `player_say` event networked
3 Months Ago
Battering ram client steering, brake and throttle client inputs Engine audio baseline
3 Months Ago
Merge from copypaste -> main
3 Months Ago
Fix compile errors
3 Months Ago
Add option to ragdoll to drive physics from animation https://files.facepunch.com/layla/1b2211b1/sbox-dev_zcC1rx2gSM.mp4
3 Months Ago
camera movement and rotation camera bounds and zooming fix dropping ammo that came from factory
3 Months Ago
add cinematic tool to unify layers of renderables near a light source allows for a light source to be isolated to just the player, for example, while staying under the max number of excluded layers
3 Months Ago
Rework component serialize bail logic
3 Months Ago
Finalized & prefabbed wall mediums and large.
3 Months Ago
Add ability to snap pasted entities to the terrain - will search based on foundations only - snap entire build to single height even if it overhangs the ledge - convar is `paste_snap_terrain` - can use `paste_height_offset` to control height offset after paste Add more filters - `paste_deployables` - `paste_building_only` (only building blocks) - `paste_foundations_only` Add `copybuilding` - will copy every building block & decay entity of the base you are looking at - won't copy non-decay entities
3 Months Ago
Ragdoll child component flags are not saved and not cloned, they always get recreated OnEnabled
3 Months Ago
Add ComponentFlags.NotCloned to opt out of component serialize when cloning in editor
3 Months Ago
freecam move to
3 Months Ago
Battering ram attack interaction moved to a world button
3 Months Ago
pause menu reorganizing, map finished menu
3 Months Ago
exported edited viewmodel metal shield animations
3 Months Ago
Created simple vehicle system. This is a wrapper around the original VehicleVisuals system which allows quick creation of vehicle wheel movement without immense boilerplate.
3 Months Ago
Update: TreeToolRenderer tracks everything via a dictionary instead of a list - Also track trees that are roots of scene(helps with domain reloads) This'll avoid stutters in large monuments with a lot of pre-placed trees. Tests: in swamp_a spawned a tree, triggered domain reload, and was able to see prefab changes afterwards
3 Months Ago
refinery updates more work on bombsite A
3 Months Ago
Try/catch LifeInfographics method that iterates over every entity in the project so it can gracefully handle corrupt prefabs (and print out the name of the corrupt prefab)
3 Months Ago
Bugfix: Don't allow TreeToolRenderer to react to changes of existing trees in wrong scenes Tests: opened craggy, add a tree and tried to change prefab - nothing happened.