241,478 Commits over 3,867 Days - 2.60cph!
Corpse init process cleanup
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Removed my CheckSleepState method from BaseCorpse. I think putting the base RB to sleep while limbs were sometimes still awake was the cause of the unusual stretching that sometimes happened.
Fixed having the ShouldSyncJoints check exactly backwards
Fixed missing rigidbody assignments
Added ShouldSyncJoints check to SyncJointsToClients
Help text extra info for ragdollVehicleCollision
Remove ArticulatedOccludee script frmo server-side corpse
Fixed rotating platform scaling causing zero'd prefabs to enlarge.
Added idling character preview + looping timeline.
Moved idle anim directory
New ConVar: ragdollVehicleCollision
Turns ragdoll collisions with vehicles on and off.
Merge RagdollRewrite2 -> PhysicsLayerRevamp
Show disconnect notice
Fix exception
Add a loading spinner when fetching data
Remove FSR / Passthrough
Fix weird classes shit in shaders
Fix tiled light builder (fucked on master too????)
this shader include is so fucked, work around it
material changes, removing coloured variants, building it to base material
No need to call CopyBonesFrom if the corpse is the ragdoll
Buoyancy adjust to match old behaviour
Set up ragdoll buoyancy. Update arrays.
Increased ragdoll solver iterations to decrease jitter
Clean up bakedresourcecache
removed old test content
Update .gitignore .addon
More work on square buildings
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Disconnect button & appear slightly different in-game
Cherry pick tugboat model rename
Rename my driveable tugboat variant model to tugboat_a_driveable
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VideoPlayer: Refactor to remove audio filtering bullshit, resample at
44100 2 channels
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Clean load progress messages
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Map single/create game page
Lets try not forcing a 1s GC collection multiple times during loop start
High Quality Reflections becomes Dynamic Reflections, commit rest of stuff for Louie to test
Create loading screen from gamemenu addon
Add button on local project game menu to preview loading screen
Show an icon next to the zone the player is currently assigned to
Start loading the server info as soon as the info popup opens for faster joining
Use a separate convar for specifying the API endpoint for the server list so clients can actually change it
Update FP.Nexus
Rename DLL_EXPORT to GMOD_DLL_EXPORT (#14)
DLL_EXPORT tends to get queried in other places as well, and some
headers don't expect that definition to get tainted. This results in some
rather funny issues with linking in certain cases (most notably
MinGW's winpthread library).
Rename the definition to GMOD_DLL_EXPORT to solve those conflicts.
Sign & Notarize MacOS x86-64 builds
Model update to expose assigned zone to player client
merge from main -> analytics_held_items
Melee weapon adaptation WIP
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