159,077 Commits over 4,566 Days - 1.45cph!

2 Years 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
2 Years Ago
Revert radtown scene to version from radtown_fixes, has more up to date fixes
2 Years Ago
Merge from radtown_monument_fixes
2 Years Ago
Added a ServerTick method to HeldEntity, called when the player is holding it Added server side shield positioning to approximately map where the shield will be on the server to match the client (as held entities just get parented to the root on the server but we need accurate positioning for this) Shields can now take hits from server side projectiles like auto turrets and NPC's
2 Years Ago
Added ballista seat, prefabs setup
2 Years Ago
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2 Years Ago
Reduce saverestore buffer to 12M to match x86-64 Don't display "Vehicle X has invalid wheel attachment" for airboat Use localization strings for Legal tab in Options Also moved all gmod-specific strings to garrysmod_english.txt, from gameui_english.txt Code cleanup
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
viewmodel updates
2 Years Ago
Reduce wolf flee speed
2 Years Ago
Fix legacy wood piles and some divesite props meshes not being readable, causing navmesh to complain when building
2 Years Ago
Ballista prefab setup, code baseline
2 Years Ago
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2 Years Ago
Gesture test
2 Years Ago
Same treatment for VM weapon flashlight
2 Years Ago
When composite fsm transition fails, vislog exactly which sub transition succeeded, which failed and which were skipped, to help narrow down bugs
2 Years Ago
Tweaked flashlight lighting setup to faciliate our creative look-down pose
2 Years Ago
Compile fix
2 Years Ago
Partial modifier and RPC build
2 Years Ago
- Scene updates - Prefab properties populated - Manifest
2 Years Ago
Merge fixes
2 Years Ago
- Initial launch point and mountable basic scripts - Basic prefab setup - Vine launch points can connect together
2 Years Ago
radtown_spline_fixes -> main
2 Years Ago
patrolheli_orbitstrafe_fix -> main
2 Years Ago
radioactive_water_convars -> main
2 Years Ago
buoy_spawn_fix -> main
2 Years Ago
Removed Catapult references in RidableHorse and ModularCar, use ITowing instead Renamed anchor and trigger gameobjects
2 Years Ago
Display a message when force exiting due to OOM issue Update .gitignore Reduce .sav buffer down to 12M (from16) to fix a crash
2 Years Ago
BCE setup
2 Years Ago
Parented the ammo storage interaction collider to the catapult arm, so the collider follows the arm pos
2 Years Ago
removed dependency on BaseEntity from AttachTo
2 Years Ago
-Ballista Begin
2 Years Ago
more towing - inverted control of towing attachment - simplified AttachTo func, we can get the anchor points internally with information from the interface
2 Years Ago
Polish to catapult art. Added decal renderer to catapult prefab.
2 Years Ago
HCR viewmodel anim updates
2 Years Ago
corrected body used by horse for towing and some hitch->tow renaming
2 Years Ago
Complete/fail setup
2 Years Ago
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2 Years Ago
Initial scene setup
2 Years Ago
merge from main
2 Years Ago
Experimental changes to horses, trying to improve the gamefeel - Added subtle neck movement in the direction you're heading - Increased turning speed - Reduced stopping time, pressing backward at full speed will now trigger the stand anim and slide
2 Years Ago
Start/stop basics
2 Years Ago
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2 Years Ago
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2 Years Ago
separation of towing (renamed from hitching) into its own class, exposing an interface for things that want to tow or be towed (shared interface, the joint goes both ways)
2 Years Ago
QteEntity, QteSnake and TriggerQTE basics.
2 Years Ago
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