241,478 Commits over 3,867 Days - 2.60cph!

1 Year Ago
Corpse init process cleanup
1 Year Ago
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1 Year Ago
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1 Year Ago
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.
1 Year Ago
Fixed having the ShouldSyncJoints check exactly backwards
1 Year Ago
Fixed missing rigidbody assignments
1 Year Ago
Added ShouldSyncJoints check to SyncJointsToClients
1 Year Ago
Help text extra info for ragdollVehicleCollision
1 Year Ago
Remove ArticulatedOccludee script frmo server-side corpse
1 Year Ago
Fixed rotating platform scaling causing zero'd prefabs to enlarge. Added idling character preview + looping timeline.
1 Year Ago
Moved idle anim directory
1 Year Ago
Network++
1 Year Ago
New ConVar: ragdollVehicleCollision Turns ragdoll collisions with vehicles on and off.
1 Year Ago
Prop backups
1 Year Ago
Merge RagdollRewrite2 -> PhysicsLayerRevamp
1 Year Ago
Show disconnect notice Fix exception Add a loading spinner when fetching data
1 Year Ago
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
1 Year Ago
material changes, removing coloured variants, building it to base material
1 Year Ago
No need to call CopyBonesFrom if the corpse is the ragdoll
1 Year Ago
Buoyancy adjust to match old behaviour
1 Year Ago
Set up ragdoll buoyancy. Update arrays.
1 Year Ago
Increased ragdoll solver iterations to decrease jitter
1 Year Ago
Clean up bakedresourcecache removed old test content Update .gitignore .addon
1 Year Ago
More work on square buildings
1 Year Ago
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1 Year Ago
Disconnect button & appear slightly different in-game
1 Year Ago
Cherry pick tugboat model rename
1 Year Ago
Rename my driveable tugboat variant model to tugboat_a_driveable
1 Year Ago
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1 Year Ago
Styling fixes
1 Year Ago
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1 Year Ago
VideoPlayer: Refactor to remove audio filtering bullshit, resample at 44100 2 channels
1 Year Ago
▄▋▆▆▊ ▊▆▄▅▌▊ ▇▉▆ ▄█▆▆█▌ ▋▇█▉█▍▊ ! ▄▅▄▇█ █▆█▊▉▌ ▊▉ ▌▄▇ ▉▊ ▅▅▋ ▉▍▍▆▅▆ █▋ ▇▊ ▌▊▄ ▅▌ ▄█▅ ▌▆▌▇▍▇▊ ▌▍▋▍▌▍▇▌▌ (▉▆▅▄ ▆ ▆▌▋▇▍▄▄). ▉▊ ▆▇, ▅█▆ ▌▍▅▍▉▊▇▆ ▊▌ ▉▊█▌▅ ▊▉▍▇▌▊█▅ ▄▍ :▇▊▆▇█_▉▊▉▄▍_▌▇▆▉█▍: ▍▅▍ ▌▆▉▅ ▇▄▋█ ▋▉ ▊█▌▅▄▆
1 Year Ago
Hatchet drips
1 Year Ago
Clean load progress messages
1 Year Ago
█▆▋▆ ▇▆ ▄▉█▍?
1 Year Ago
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1 Year Ago
Map single/create game page
1 Year Ago
Lets try not forcing a 1s GC collection multiple times during loop start
1 Year Ago
High Quality Reflections becomes Dynamic Reflections, commit rest of stuff for Louie to test
1 Year Ago
Create loading screen from gamemenu addon Add button on local project game menu to preview loading screen
1 Year Ago
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
1 Year Ago
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.
1 Year Ago
Sign & Notarize MacOS x86-64 builds
1 Year Ago
Model update to expose assigned zone to player client
1 Year Ago
merge from main -> analytics_held_items
1 Year Ago
Melee weapon adaptation WIP
1 Year Ago
Motion inheritence fix
1 Year Ago
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