129,761 Commits over 4,201 Days - 1.29cph!

4 Hours Ago
Roll water jump out height back to 13, we don't want players leaping out of the water like majestic dolphins
4 Hours Ago
Merge from main
4 Hours Ago
Merge from hackweek_boxsorting
5 Hours Ago
Run sorting in a budgeted queue
5 Hours Ago
Remove manual button, all sorting is now automatic while powered and enabled Removed associated UI and RPC
5 Hours Ago
Merge from food_qol
5 Hours Ago
Fix dropped item NRE
Today
Fixed issue with BoatBuildingBlock parent trigger when loading from a save in edit mode.
Today
merge from boat_construction_skin
Today
Switch an unnecessary newing of a list to a clear in CachedBoatParts
Today
Cached missing blocks
Today
Component comment fix
Today
Got rid of a FindChildRecursive and a couple of GetComponentsInChildren, use the BoatConstructionSkin cached ones instead.
Today
Caching fixes. Profiling.
Today
Switch at runtime test
Today
Switched all boat blocks to BoatConstructionSkin and pre cached.
Today
Added BoatConstructionSkin, can precache colliders, hurt and parenting triggers.
Today
Same for bbb.cs
Today
Slight cleanup of bbs
Today
merge from bbs_autoclose
Today
wip auto close boat building station edit mode when no players/boats around.
Today
Split BoatBuildingStation into partials. Added TriggerPlayer.
Today
Prevent anchor being deployable on finished boats
Today
Fixed "clear area" menu option showing in isolation incorrectly, leading to easily destroying your own boat.
Today
Fix steering wheel rotation not being correct visually when entering network range.
Today
Much faster powering down of boats when no players are on board (~2 secs). Now correctly powers off engines too.
Today
Merge from parent
Yesterday
Extend favorites.cfg to also hold the 50 most recently played servers, with the favoritesEndpoint DNS record saved instead of IP:port if available
Yesterday
console_vehicle_ui -> main
Yesterday
Just search through shortnames. makes sense as its what we can see in the menu
Yesterday
Fix search not working properly for the vehicles console tab
Yesterday
console_vehicle_ui -> main
Yesterday
Remove Amazon import??? IDE's fault.
Yesterday
console_vehicle_ui -> main
Yesterday
console_vehicle_ui -> main
Yesterday
Generate a bunch of missing icons More changes to item defs Swap Train and Misc category enum positions - fix broken prefabs
Yesterday
Forgot trains - Sorry Bill!
Yesterday
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
Yesterday
Can detect spawn names via ItemModEntityReference
Yesterday
Initial setup. Can now spawn some vehicles via the F1 menu. Vehicles split into categories: Helicopters, Cars, Bikes, Boats, Animals, Siege, Misc
Yesterday
merge from store_fixes
Yesterday
Fixed Steam DLC prices currency mismatch in the in-game store
Yesterday
Make floating city delivery mission non repeatable
Yesterday
Change phrase drawer colour to be transparent so it's more readable in certain circumstances
Yesterday
- 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
Yesterday
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