193,687 Commits over 4,079 Days - 1.98cph!

5 Months Ago
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5 Months Ago
Added support for layers and per-instance colors to the indirect instanced renderer
5 Months Ago
merge from main
5 Months Ago
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5 Months Ago
- added test holdtype folders (1h/2h melee, bow, lr300) - added v4 rustplayer mask - setup hatchet 3p anims (updated melee overide controller) - updated hatchet.entity (removed offsets and set to attach to r_prop) - setup 2h 3p anims (updated sword overide controller) - updated longsword.entity (removed offsets and set to attach to r_prop) - updated lr300.entity (removed offsets and set to attach to r_prop) - added v4 player update loadout
5 Months Ago
Added a scene view toggle to hide all sockets gizmos when editing a prefab having sockets (off by default) When enabled, all socket gizmos will be hidden and will only appear when their respective gameobject is selected
5 Months Ago
Increase cloud atmospheric haze with TOD_Fogginess
5 Months Ago
Implement `-StaticPropSampleScale` & `-StaticPropBounce` Temporarily re-add old SWEP localization tokens More work towards `-StaticPropBounce` Added `-softenCosine` for VRAD Fix static prop bounce not working due to uninitialized scale Fix branch specific compile errors
5 Months Ago
Better SocketMod_InWater gizmos Will no longer be drawn when its parent gameobject is selected (trying to reduce the gizmo nightmare when opening a prefab)
5 Months Ago
Texture Update for Ballista
5 Months Ago
Added bounds handles for deploy volumes as well
5 Months Ago
Clean: reduce code duplication for BasePlayer.WaterFactor Tests: none, trivial change
5 Months Ago
Port "Fix compile errors" from main
5 Months Ago
Remove some perforce VGUI panels from builds + clean ups More minor cleanups Delete pointless header files Fix some map load warnings when Portal 1, HLS are not mounted Fix compile errors Try to fix linux compile Fixed clientside only entities being considered map created Fixed being disconnected from sv_lan servers due to recent changes Entity:FollowBone doesn't check the boneID argument if given NULL Fixed Mega Gravity Gun not being able to pick up flesh Remove cheat flag from cl_wpn_sway_scale Added sv_quota_stringcmd_kick Update description of gmod_uncache_test Fixed crashes wiith CTriggerWind when loading a save Minor clean ups Micro optimization for SWEP think More minor clean ups Added new NPC functions Added `NPC:SetFOV`, `NPC:GetFOV` (in degrees), `NPC:IsInViewCone`( vector/entity ) Fixed Lua error with DTree node having 0 child elements Fixed base Lua SWEPs not using correct localization strings Also removed some useless strings from garrysmod_english.txt Fixed unicode addon name display for WorkshopDL Merged Pull Requests * Localization support for crosshair customization * Added Entity:AddSpawnFlags, Entity:RemoveSpawnFlags and Entity:SetSpawnFlags * Optimize DLabel autostretch behavior * Cache gamemode table for gamemode.Call and hook.Run Updated TTT Russian localization (Community Contribution) Improve DButton center alignment X-axis text inset handling Fix "Invalid string command" false positive Revert DLabel changes The changes cause issues with spawnmenu help text and other people's code. Optimize DListView_Line Remove DListViewLabel's Think function since it does nothing in DListView_Line anyway
5 Months Ago
Indirect Instancing: - Remove delegate callbacks to avoid allocations at all costs - Lots of clean-up / Removed some ugly hacks - Use proper namespace namespaces - Use a camera component for proper resource management - Prefix all profiler regions with "Indirect." for an easy overview
5 Months Ago
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initial support for per-tool carving settings - separated mask of carving modes and settings for shapes / sizes - only added to the jackhammer and icepick, need to set it up for all other piercing damage melee weapons
5 Months Ago
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5 Months Ago
Fix static prop bounce not working due to uninitialized scale
5 Months Ago
Changed the "GiveItem failed!" error toast so it no longer pops on top of the inventory
5 Months Ago
set up v4 unarmed anims in player animator
5 Months Ago
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5 Months Ago
Rest of v4 unarmed anim set exports
5 Months Ago
merge from primitive
5 Months Ago
vm mini crossbow rig updated also deploy and admire animation edits
5 Months Ago
Hide local player arms when mounting the ballista
5 Months Ago
v4 crouch anim exports
5 Months Ago
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Added WASD controls to ballista
5 Months Ago
updated avatar settings on a few test anims
5 Months Ago
jungle ruins topologies for procmap testing, terrain blendmaps
5 Months Ago
Ballista swivel rotation
5 Months Ago
updated the s2p settings for the jungle ruins, mainly filters/outputs. Some scene cleanup
5 Months Ago
player model NRE fix
5 Months Ago
Tweaks, inverted ballista up animator parameter
5 Months Ago
Tpose for fingers in avatar
5 Months Ago
Update: comments - fixed spelling mistake - added an explanation for invalidation of cached tick state Tests: none, trivial change
5 Months Ago
Correct meta rotations in the avatar (maybe)
5 Months Ago
Added leg animator to the player model, only enabled when mounting the ballista
5 Months Ago
merge from main
5 Months Ago
renamed idle breathe to match source exported jog E and idle on v4 rig added anims to player animator
5 Months Ago
Added better TAA sampling to reduce blurring
5 Months Ago
Removed ballista debug logs
5 Months Ago
Increased ballista mass Dismount driver when flipping or reaching high velocities Fixed some rotation issues Fixed missing wheel NRE
5 Months Ago
Avatar fixes to prevent submerged animations
5 Months Ago
Collision pass on ruin walls. Fixes to prefab settings.
5 Months Ago
edited mini crossbow 3p anims, set the anim clips to get the r prop bone working and set up holster position
5 Months Ago
jungle_ruins_d level layout first iteration prefab'd ruins sets for easier editing replaced some pieces with cap less ones
5 Months Ago
re-merge from /indirect_instancing