129,761 Commits over 4,201 Days - 1.29cph!
Roll water jump out height back to 13, we don't want players leaping out of the water like majestic dolphins
Merge from hackweek_boxsorting
Run sorting in a budgeted queue
Remove manual button, all sorting is now automatic while powered and enabled
Removed associated UI and RPC
Fixed issue with BoatBuildingBlock parent trigger when loading from a save in edit mode.
merge from boat_construction_skin
Switch an unnecessary newing of a list to a clear in CachedBoatParts
Got rid of a FindChildRecursive and a couple of GetComponentsInChildren, use the BoatConstructionSkin cached ones instead.
Caching fixes.
Profiling.
Switched all boat blocks to BoatConstructionSkin and pre cached.
Added BoatConstructionSkin, can precache colliders, hurt and parenting triggers.
wip auto close boat building station edit mode when no players/boats around.
Split BoatBuildingStation into partials.
Added TriggerPlayer.
Prevent anchor being deployable on finished boats
Fixed "clear area" menu option showing in isolation incorrectly, leading to easily destroying your own boat.
Fix steering wheel rotation not being correct visually when entering network range.
Much faster powering down of boats when no players are on board (~2 secs).
Now correctly powers off engines too.
Extend favorites.cfg to also hold the 50 most recently played servers, with the favoritesEndpoint DNS record saved instead of IP:port if available
console_vehicle_ui -> main
Just search through shortnames. makes sense as its what we can see in the menu
Fix search not working properly for the vehicles console tab
console_vehicle_ui -> main
Remove Amazon import???
IDE's fault.
console_vehicle_ui -> main
console_vehicle_ui -> main
Generate a bunch of missing icons
More changes to item defs
Swap Train and Misc category enum positions - fix broken prefabs
Forgot trains - Sorry Bill!
Make sure every spawnable vehicle has an item
Tag all of the vehicles with the correct categories
Setup Entity references on all of the new items
Fix some naming / icon issues
Can detect spawn names via ItemModEntityReference
Initial setup. Can now spawn some vehicles via the F1 menu.
Vehicles split into categories:
Helicopters,
Cars,
Bikes,
Boats,
Animals,
Siege,
Misc
Fixed Steam DLC prices currency mismatch in the in-game store
Make floating city delivery mission non repeatable
Change phrase drawer colour to be transparent so it's more readable in certain circumstances
- Add deep sea island treasure hunt mission, given from Vagabond in outpost
- Setup metal detector sources for deep sea islands, only setup for tropical1 for now. Metal detector sources in the deep sea have their own loot list
- Add IsValidSource to IMetalDetectable. Useful for defining spawned sources which can only be detected by players under certain circumstsances
- Add 'soft completed' flag to objective statuses as an additional way of handling objective progress
- Add ability to hide objective progress in mission objectives todo HUD
correct units in ToString of GMod_StC and CtS net messages
* Now shows bytes correctly
Adjust formatting of lua_dumptimers
Adjust formatting of `lua_find(_jooks)` output
Fixed ACT_HL2MP_SWIM(_IDLE)_PASSIVE having swapped IDs
* Fixes swimming animations for the hold type not working correctly
weapon_base also retargets ACT_MP_SWIM_IDLE
Remove non existent key-values from env_smoketrail in FGD
Update weapon_physgun.txt
* Remove references to Pistol
Refix SMG1 grenade smoke
* For some reason the previous hacky fix stopped working, so instead we just make env_smoketrail not add its velocity to its particles, so it works as expected.
Fixed SWEP autorefresh integration with spawnmenu
Try to handle VTF v7.5 format IDs correct-er