243,186 Commits over 3,898 Days - 2.60cph!

23 Days Ago
Fixed NRE when loading world without KeepOwnership
23 Days Ago
Gizmo camera
23 Days Ago
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
23 Days Ago
Adjust base collectable gizmo hitbox
23 Days Ago
High priority ports will show regardless of being marked as "main power"
23 Days Ago
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
23 Days Ago
Don't include triggers in mass calculation, rebuild mass when trigger property changes Fix CPhysicsShape::SetMaterial likely not rebuilding mass properly
23 Days Ago
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
23 Days Ago
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
23 Days Ago
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.
23 Days Ago
work on main menu, fixing some vmdls, logo update, knewave font
23 Days Ago
Bump up log level of native warnings
23 Days Ago
Feedback and polish on catapult and textures
23 Days Ago
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
23 Days Ago
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23 Days Ago
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23 Days Ago
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
23 Days Ago
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
23 Days Ago
▍▋▄▇▉ ▅▋▄ ▆▍▋ || ▌▋▉▊▉▉▅▆ ▋▆▍▆▍▄▆ ▉▉▊▌▌▌▍▋▊▋ ▅▊▆▄▋, ▉▇ ▌█▆▊▅ ▄▄▄▆ ▄▅▅▄ ▉▅▇ ▇▉▅█▇▅ (▍▌▍▌▌█ ▍▌▅▄ ▊▉██▌▉ ▇▉▉▌▉▋ ▌▉▉▆▍▇▍█▉ ▅▄▊ ▉▇▋▆▅▊). ▅█▍▅ █▉▅▋█ ▋▆▊ ▌█▉▅▄ ▇▇▊█▉▌▊ █ & ▉
23 Days Ago
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.
23 Days Ago
DDraw arrows in & out of IO ports when looking with a wire tool
24 Days Ago
Show IO port direction as an arrow instead of a line in the editor gizmo
24 Days Ago
Configure a direction for every IO port for every deployable IO entity
24 Days Ago
Mount folder addons before Workshop system
24 Days Ago
tweaks
24 Days Ago
Clean up cloud browser nodes Installed filter
24 Days Ago
Use LFS for .vpk's, migrate existing vpks to LFS
24 Days Ago
refinery updates
24 Days Ago
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
24 Days Ago
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()
24 Days Ago
▋▆▋▌ ▅▊▇ ▄▋▉▍█ █▇ ▆▄▉▊▍▅▊▍ ▆▋ ▌▉▅▅▇▆█▊ ▅██▆▅▉▆ (▆█▆▉█▅▊ ▊▍▌█▊▌ ▇▋▋▋ ▄▍▍▊█▆▋ ▉▅▆▇▄ ▌▄ ▌▄█▊▊ ██ ▋▉▆▌▆ ▆▌▉▉▇█▊▋ ▆▅▉▊▌▆▉▍▇▍▇)
24 Days Ago
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)
24 Days Ago
initial commit initial commit
24 Days Ago
transforms on improvised shield
24 Days Ago
unsaved track piece blend file, engine stuff
24 Days Ago
tiles
24 Days Ago
Cursors
24 Days Ago
Use new physics callbacks
24 Days Ago
Adjust menu camera
24 Days Ago
Update menu
24 Days Ago
bird rotation
24 Days Ago
Change input to jump only
24 Days Ago
Mountable: - Added dismount on input - Added eye override pose - Adjusted poses when on mountable - Changed mountable spawning behaviour
24 Days Ago
CoinUI now animates up/down when pickup up/taking more than 1 coin at once Added "NPC" Mixer
24 Days Ago
additional camera shot
24 Days Ago
Intro camera for stage 1
24 Days Ago
Added `give_coins` and `give_item` commands
24 Days Ago
move spawn
24 Days Ago
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
24 Days Ago
Camera intro