137,297 Commits over 4,324 Days - 1.32cph!

3 Days Ago
Show who has control of the flag under the flag's map marker (including clan) If the flag isn't being carried only show clan name if controled by a clan, otherwise keep showing the last held player
3 Days Ago
Fixed bugs with numbering not changing under certain circumstances
3 Days Ago
Added visible par number, hole number and current players as text on the Tee Clock
3 Days Ago
Added delay node Added tooltips on the node ports, shows the type
3 Days Ago
Node inputs can be inlined with input fields When connected the input field is disabled and the data comes from the incoming data
3 Days Ago
Bugfix: fixing ~24 missing Pool.Free Tests: editor compile test, built C and S standalones
3 Days Ago
Player scoring system. Player scores increase with each hit
3 Days Ago
- Ability to join/leave games on the tee - Tee backtracks dismounts/swings to golf ball and mountable - Deployable changes - Phrases
3 Days Ago
Minor cleanup and comments
3 Days Ago
Buildfix: undefine local GetFromGrid method when in None mode Tests: None builds
3 Days Ago
- Fix lod border cells, and negative cells - Change mesh master to only 3 submeshes - Change instance offsets and arguments for new approach
3 Days Ago
Update: PoolAnalyzer - support ArgList syntax in ObjCreationSyntax - debug bin built from 0fbab248 C+S Editor now boots! Now to check individual modes Tests: unit tests + started editor
3 Days Ago
Added multi selection in the node graph
3 Days Ago
Update: PoolAnalyzer - further reduce false-positives - better escapes for await, try blocks, using statements - debug bin built from a2005dd2 Only 2 false-positives remaining in C+S Tests: unit tests and started unity
3 Days Ago
3 Days Ago
Can now Tee-Off from the Tee
3 Days Ago
Start on Deployable tests. Wrote a bit of a monstrosity to check for whether the groundwatch layers match where the item can be deployed (but it seems to work well) Finds 8 such cases where its misconfigured, no false positives
3 Days Ago
- Players can't kick golfballs - Add drag on the ball so it doesnt roll forever - Add bounciness
3 Days Ago
golf tee dressing
3 Days Ago
Make jump/land sounds play for non local players * Also made Player:PlayStepSound volume argument default to 1 * Fixes Player:PlayStepSound not really doing anything in multiplayer Added game.Get3DSkyboxInfo Returns table with "origin" and "scale" keys. No function arguments. Send replicated convars in batches of 128 * This fixes an overflow/network channel corruption issue on server join when the server tries to send over 255 replicated convars to the client. Remove some unused stuff * Removes CRC calc for game_sounds_manifest.txt loading, since the CRC is never used. * Removes CGarrysMod::SetupSoundsManifest Reload soundscripts when games are mounted * This fixes no voice lines playing in Half-Life 2 maps when the game was started without HL2 mounted, and then HL2 is mounted. Minor cleanups in multiplayer animstate * Make flDeadtime in prediction use correct data type * Removed a bunch of unused fields in MultiPlayerPoseData_t * Reduce amount of LookupPoseParameter calls
3 Days Ago
- Fixed swap to driver popup not working
3 Days Ago
Create item for golf hole bucket - can now place it
3 Days Ago
Update: PoolAnalyzer - in cases of assignment, scan all block hierarchy up to local var declaration block - debug binary built from cb708ddf Down to 15 confirmed false-positives (5 different types) Tests: unit tests + started unity
3 Days Ago
- Improved hitting workflow again - Will now auto dismount if you've hit the ball then walked after sending it - Fix phrases not poping off
3 Days Ago
ao tweaks
3 Days Ago
deployable golf tee initial setup
3 Days Ago
- Player no longer auto dismounts after golfing. Stays on the mountable until space is pressed, this stops you getting disorientated - Dont draw trajectory if you have shot your ball
3 Days Ago
Show phrase when swapping golf club type
3 Days Ago
Ensure mountable dies when dismounting from a ball
3 Days Ago
Missed file
3 Days Ago
Update: PoolAnalyzer - check finally and using blocks - debug binary built from b28334fc Down to 48 potentially false-positive errors Tests: unit tests + started unity
3 Days Ago
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3 Days Ago
Basic ItemDefinition tests, checks dlc items are not researchable as well as missing sounds Finds 6 missing phys impact sounds Add descriptions, regenerate testlist
3 Days Ago
Update: PoolAnalyzer - more escape cases - recursively process expression statements to detect deeply nested escape cases - add support for field initializer escapes - debug binary built from e61378eb Currently detecting 54 errors (still a bunch of false-positives present) Tests: unit tests + started unity
3 Days Ago
Set power node fixes
3 Days Ago
Data cable icon updated
3 Days Ago
Apartment complex B / small and large greyboxes Added prefabs to the scene
3 Days Ago
Update: PoolAnalyzer - escape analysis if assigned to a variable as part of method arg list - debug binary build from 8b392070 Currently seeing 60 errors in C+S (3 valid, 2 false-positives, rest unknown). Tests: unit tests + launched unity
3 Days Ago
Add TriggerParent
3 Days Ago
Fix buoyancy submerged states being incorrect while batching. Slight perf improvement from no longer calling submerged callbacks for no reason. (thanks BlackLightning)
3 Days Ago
reduced size of cable heads in the viewmodel
3 Days Ago
set up 3p data cable
3 Days Ago
Add Construction component so the sockets actually work and add 2 extra window sockets
3 Days Ago
Support multiple TestParameterSource attributes Can now have more than one parameter source per test, they get combined
3 Days Ago
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3 Days Ago
Biome experiments / backup
3 Days Ago
data cable viewmodel setup, model name changes
3 Days Ago
Basic worldmodel tests, already catches 30+ misconfigured ones
3 Days Ago
Add sockets for doors and a window to the trailer
3 Days Ago
- New Iron position - New Driver position - Better hand IK positions