243,186 Commits over 3,898 Days - 2.60cph!
Fixed NRE when loading world without KeepOwnership
Added Wrench and Repairing Skill. Wrench repairs stations that have taken damage.
Auto-Miners and Auto-Collectors slowly deplete their health, and need to be repaired.
Added KeepOwnership Component which retains the owner of a placed Tile using ISaveData
Updated fishing chances
Increase Wrench Cooldown
Adjust base collectable gizmo hitbox
High priority ports will show regardless of being marked as "main power"
Reposition industrial conveyor electrical ports so power in & out is on top & sensor outposts are on the bottom
- did while marking direction of each port
Don't include triggers in mass calculation, rebuild mass when trigger property changes
Fix CPhysicsShape::SetMaterial likely not rebuilding mass properly
Added Auto-Collector
Adjusted default audio ranges
Added BurnEffect. Some enemies can burn in daylight. Don't get XP for enemies that don't die to your hands.
ItemDrop Collector fix
Fix Fire Particles not shrinking/despawning
Added Autonomy Skill
Added Generic Fish item + Cooked Fish.
Fix Craftable check to check up the UpgradesFrom chain
Added Brewing Stand and Brewing Skill
Mark certain IO ports as higher priority, only show the important ports by default
- main input, output & passthrough power considered important by default
- `io_arrow_mode` convar to control behavior
Optimized the crap out of Large Furnace lighting, with close proximity placement spam in mind.
No shadowcasters needed anymore and should also fix bounding box smoke flickering.
work on main menu, fixing some vmdls, logo update, knewave font
Bump up log level of native warnings
Feedback and polish on catapult and textures
Print more user friendly error when we try and fail to load vpk of an uncompiled map, don't piss out searchpath debug anymore
Show inspector hint when an assigned map is uncompiled
https://files.facepunch.com/solw/2024/October/09_19-20-JumpyOropendola.png
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Bump `cvarlist` buffers from 128 to 1024
Use the #classname for Sandbox editors and Bouncy BALL
Localize stuff added by game_hl2.lua (Partially Community Contribution)
Fixed a crash to do with teleporting constrained entities
Removed unused variables in Problems panels
Pull Requests
* Use localization strings for GMod-specific keyboard settings
* TTT: Updated Turkish localization
* Use 4 number overload of surface.SetDrawColor in base game for performance
Tooltips for vehicles in spawnmenu akin to those for SWEPs, SENTs
Resistance turrets only set the 2 valid skins (was trying to use 4)
Localize NPC and Vehicle spawnmenu tab entries
Added Resistance Turrets to spawnmenu if Episode 2 is mounted
Adjust "Prison Guard" localization strings
Also remove unintentional changes
Fixed wrong translation string used in recent changes (oopsie)
Fixed a few more potential crashing issues
Fix a lag issue to do with spamming certain packets to the server from client
Merged ghostanim.mdl and blackout.mdl
Instead of doing a hack for Episode 1, just merge all these models from all the half-life 2 games, and including portal 1
Episodic Poison Zombie model with fixed animation events
Advisor episodic model hack
The models are too different to be merged, so we swap the ep2 one in, on spawn
Episodic combine_intmonitor props with extra skin
gmad.exe allows .vtx files again
Try writing current git branch to garrysmod.ver
Added color input/kv for `func_water_analog`
Episodic headcrab models
They have ceiling animations for ep1 + lamarr merged model
Fix missing Ladder.WoodStepRight/Left soundscripts (ep2)
Merged gman model
Remove missing skins from certain PHX props
concrete_barrier00.mdl
concrete_barrier01.mdl
box_torpedo.mdl
box_amraam.mdl
Minor code cleanup
Jalopy model with adjusted correct suspension travel
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func_smokevolume removes particles when dormant
Always enable loading screen for the `map` concommand
Mount floating .GMA files before fetching info about subscriptions
So they load in time if launching the game with +map
Don't try to enable loading screen on linux srcds (compile fix)
Restore some more HL2-specific gamerules behaviors
sk_plr_health_drop_time
sk_plr_grenade_drop_time
sv_robust_explosions
Entities that block radius damage, don't block it on themselves
Do not hide servers with OOB data, clamp the data
Do not hide the server from master server if sv_lan is 1
This causes LAN servers to be invisible to the LAN tab in the server browser, which is a regression.
Mention `hide_server` convar in sv_lan's description.
Fixed a Linux crash with sv_showlagcompensation (hopefully, most likely)
Fixed Entity:ManipulateBoneJiggle type `2` non functioning
Mention valid sample rates in "Invalid sample rate X for sound Y" warning
Unblock 'mp_flashlight' in menu state
Autorefresh weapons in spawnmenu
Changing weapon info (including adding a new weapon) will update the weapon in spawnmenu automatically.
Remove respawn_entities concommand
We have gmod_admin_cleanup
Pull Requests
Fixed Lua error in TTT introduced by a previous PR
Improved TTT's Spanish localization
Micro optimization for GWEN.CreateTextureBorder and related functions
Only drop physics gun held props from Lua
Episodic models for Combine Dropship and Mossman
They should contain all animations for all 3 games.
DDraw arrows in & out of IO ports when looking with a wire tool
Show IO port direction as an arrow instead of a line in the editor gizmo
Configure a direction for every IO port for every deployable IO entity
Mount folder addons before Workshop system
Clean up cloud browser nodes
Installed filter
Use LFS for .vpk's, migrate existing vpks to LFS
Move server package list to networked StringTable, sync to clients/late joiners when host mounts packages, resolves Facepunch/sbox-issues#6529
Obsolete unused MountAsnc, IsMounted params
Catch ServerPackage download exceptions and flag download as errored
Refine sv_max_userinfo_rate further
Hopefully this fixes issues on map load
"Start Disabled" spawnflag for env_projectedtexture
The "Enabled" spawnflag makes no sense as the entity is always enabled on creation across all SourceSDK2013 games according to the source code.
Restore missing options in env_projectedtexture in Hammer
Also rearranged useful options to the top, added browse texture button to the texture keyvalue
env_projectedtexture Toggle input
Added ProjectedTexture:Get/SetNoCull()
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Added interp_debug ConVar and simple representation using sphere gizmos (white is the current interpolated position, cyan is the target position)
Added Show Interpolation Debug options to debugging menu and Game Debug context menus. Fixed toggle not working for Show Physics Debug in Debug menu (use ConsoleSystem.GetValueInt)
initial commit
initial commit
transforms on improvised shield
unsaved track piece blend file, engine stuff
Use new physics callbacks
Change input to jump only
Mountable:
- Added dismount on input
- Added eye override pose
- Adjusted poses when on mountable
- Changed mountable spawning behaviour
CoinUI now animates up/down when pickup up/taking more than 1 coin at once
Added "NPC" Mixer
Added `give_coins` and `give_item` commands
Adding and removing from HashSetEx is thread safe
Move Physics step to AFTER FixedUpdate instead of before.
Add Collider.GetVelocityAtPoint
Change how RigidBodies update their positions from the Physicsbody
Update keyframes more explicitly
InterpolationSystem uses HashSetEx
Clean up how transforms are updated from bodies
Revert rigidbody positions updates to be non threaded, I don't feel comfortable
Add IScenePhysicsEvents
Add Summary to FixedUpdate