241,596 Commits over 3,867 Days - 2.60cph!

4 Months Ago
Fixed some more compile warnings Bump game_text max duration to 1 hour Block scriptenforcer.net as it's being abused now Default "skill" to 2 (normal) Fixed a crash to do with soundscapes after map cleanup Fix "skill" cvar affecting non NPC damage to player
4 Months Ago
Convert tracked object positions to world Delete SteamVR bindings and actions Valve knuckles bindings Update Facepunch.XR library
4 Months Ago
Added and Setup Vintage Wardrobe Prop Prefab Added and Setup Vintage TV Stand Prop Prefab Adjusted Tileable Vintage Wood Textures to have more roughness
4 Months Ago
Use m_xrViews instead of m_views when getting view info & proj matrix
4 Months Ago
merge from spawnview_command
4 Months Ago
Removed console command descriptions truncation to max length 100, the UI already truncates them when theres no space left
4 Months Ago
No more WaitGetPoses Input cleanup Vibrations fpxr update Obsolete VROverlay / VROverlayPanel (openxr has no direct concept) - we could re-implement these ourselves at a later date if we want to Re-implement or remove stubbed functions FPXR update
4 Months Ago
Stubbed haptic vibration func Use stage space for controller poses
4 Months Ago
Fixed spawnview command ignoring the debug camera roll
4 Months Ago
merge from main
4 Months Ago
Fixed dynamic pricing not being applied
4 Months Ago
radtown apartments check in
4 Months Ago
Fix CSceneSystem::DownsampleTexture trying to make a 0 width/height mip
4 Months Ago
Add SceneCamera.ToWorld Do GizmoInstance ortho zoom around cursor, resolves Facepunch/sbox-issues#5674
4 Months Ago
Jiggle bones
4 Months Ago
Vehicle scale adjustments and submission
4 Months Ago
Component editor Added type definition records WIP
4 Months Ago
CG: extraction point 3d representation
4 Months Ago
weapon scene viewer update
4 Months Ago
merge from main
4 Months Ago
test scene changes
4 Months Ago
some initial balanced values for some cloth assets
4 Months Ago
improved burstcloth - replaced hard positional constraints for length and shape to force based spring system approach, aiming to give artists more control over the bounciness of joints but also allows motion to propegate better - sibling constraints are also treated as length forces - removed now-unused fields from material - other small improvements to reduce overhead
4 Months Ago
v_m4a1: synced up with MP5 changes
4 Months Ago
Fixed incorrect tangent when checking pull over position validity
4 Months Ago
Add EquipmentDestroyedEvent, get rid of mounted equipment
4 Months Ago
Few more styling fixes
4 Months Ago
Reference wheel colliders through VisualCarWheel VendorVisuals initial setup
4 Months Ago
Fixed buy menu alignment due to incorrect absolute position handling Same fix for minimap containers EquipmentHolsters is now EquipmentMointPoints, define equipment mount variants as their own prefabs
4 Months Ago
map updates
4 Months Ago
Fixed ALT glyph having the wrong path, fixes Facepunch/sbox-issues#5622
4 Months Ago
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4 Months Ago
Set up bicycle kickstand
4 Months Ago
Refactored pull over point code to work with points behind the vendor Players in noclip will now not be put into the blockers list - this will prevent the vendor from driving off when content creators are trying to make videos
4 Months Ago
Missed files
4 Months Ago
Angle and height check on pull over positions Added no build area to front of vendor and moveable no build sphere to pull over position in order to prevent griefing when a pullover point is decided Setup combined rig with vendor code Cleanup
4 Months Ago
Apply the fix for NPC death animation blending garrysmod-issues/issues/5891 Do not precache particle materials on the server (game.AddParticles) Allows particle materials to reach 0 refcount on disconnect from singleplayer, and also makes no sense to precache particle materials serverside anyway. Show "Unknown Addon #X" as invalid in addons menu So there's no confusion why they don't appear in-game. Make sure to restore gamemode on server disconnect to what it was file.Remove returns success Potential fix for a sound DSP crash Prevent NPCs complaining about sequence -1 This could happen when a combine solider has no gun and tries to chase the player. Fixed NPCs complaining about bone access on death HL2 model changes * Moved stalker model to overrides/, next to other override models * Include EP2 combine mine model, so its skins appear on that EP2 map * Include EP1 ceiling turret model so it functions correctly when dry firing Fixed "skill" no doing anything for HL2 content Also enable Alyx darkness mode Correct AIClassText for some CLASS_ enums Also block "skill" from being modified by Lua ( game.SetSkillLevel exists) Disable .sw.vtx generation in studiomdl.exe Also made the program work out of the box without specifying `-nop4`. Minor changes Fix NPC death poses (Thanks MapBase) garrysmod-issues/issues/5361 Enabled a bunch more episodic behaviors Most of it is locked away behind hl2_episodic, most of it is relating to Alyx Darkness mode stuff Replace default cubemap texture with the one VBSP generates by default This affects maps that are renamed after compilation Fix CmdSeq.wc being broken on local builds Fixed Ceiling Turret trying to play non existent sounds on dry fire Was spamming warnings in console Fixed Alyx not being blinded by flashlight in Episode 1 More episodic behaviors, for Zombies and Headcrabs Fixed Alyx still following the player in darkness mode without flashlight Fix Alyx's darkness breathing breaking other voice lines Remount subbed addons if we unmounted server addons In case some file(s) were overwritten by server addons, which are now gone Clean up rope materials on disconnect, not game shutdown Allows rope materials to reach 0 refcounts Fixed intro screen material not being freed Also fixed __error material getting an extra forever refcount Also fixed __loading and __background getting forever refcounts Fixed certain sprites (such as physgun beam) being forever referenced if drawn
4 Months Ago
Fix potential division by 0 when parsing MP3 files Fix potential division by 0 when parsing MP3 files Actually apply the fix for division by 0 :pensive: Add reason to "Unmounting addon X" message Attempt to fix weird Linux filesystem crash Retouch material/model uncaching Making sure it doesn't happen when mcore is turnedon/allowed Resolved case sensitivity issues with lua_refresh_file Change up GetPhysicsObjectNum warnings with more info Rework game_text rendering clientside to allow for 256 channels (from 6) Also limit hold time to 0-300 seconds. Allow 3 separate number inputs to certain mesh.* functions mesh.Position mesh.Normal mesh.TangentS mesh.TangentT Only allow dx80/dx90.vtx files in gmpublisher Fixed materials with matproxies sometimes getting permanent artificial refcount Do not unmount server .GMA file for now Use network origin/angles for clientside physics objects Fixed legacy workshop addons sometimes not extracting correctly This would happen on download, potentially after messing about with Steam files SetAvoidPlayers ignores noclipping players Resolve model materials going into negative refcounts This is a specific case where error models are "hotloaded" into non error models. Block cl_playerspraydisable Fixed util.GetModelMeshes leaking model refcounts Fixed sprites causing material refcounts going negative Similar case to models - sprite materials becoming available after precaching as error Minor changes Fixed Lua particles leaking material refcount This is fixed by precaching the material just before it is used Restore unmounting of server workshop addons Can be still disabled with `gmod_uncache_test -1` for testing purposes.
4 Months Ago
Restore Show Gizmos (Shift+G), Toggle Grid (Ctrl+G) shortcuts
4 Months Ago
Yoga3 * Latest version (fixes, additions) * No longer relies on thirdparty facebook.yoga.dll * Uses our interop system (faster) * Much cleaner implementation
4 Months Ago
pedalbike kickstand
4 Months Ago
Recreate joint on body object change
4 Months Ago
Remove yoga from vpc groups
4 Months Ago
Update to yoga 3, embed in engine vpc fixes Remove Facebook.Yoga Convert style setters Bug fixes Add tests It's important to yoga to be fp:precise because it uses nan Measure functions Restore to previous defaults Fix package card style (now position: absolute is fixed) Consolidate enums Support for `align-content: space-evenly`
4 Months Ago
Consolidate enums Support for `align-content: space-evenly`
4 Months Ago
radtown S2P
4 Months Ago
removed deferred decal renderer component from glue mesh in favor of deferred mesh decal
4 Months Ago
Measure functions Restore to previous defaults Fix package card style (now position: absolute is fixed)
4 Months Ago
SBL LOD0 complete
4 Months Ago
Expose Handedness for Equipment