242,872 Commits over 3,867 Days - 2.62cph!
Updated attack_CNY to work with the IK semifix
Leaderboard backup, run #9076
Show amount of items in backpack as `3/12` via amount text
Make amount text smaller front when an item is worn (14 font size normally, 12 when worn) to account for smaller inventory slots
Apply to bandages as well
Applied player only ItemModEntity behaviour on 349 entities
Add components to allow overriding the menu's background with a different image
Updated meta files for new animations
Re-base SkinViewer branch, cleaning up mess
Make the blood on screen UI elements that appear when getting shot poolable, reduces GC allocation (30.6kb -> 1.7kb) and execution time (0.52ms -> 0.19ms)
Applied to both the red blood and white censored version
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AssetSystem.CreateResource - create empty json not kv3 since I removed the legacy kv3 path
TerrainEditorTool use EditorTypeLibrary for paint tools
Metal Detector light bulb mesh & mat
Lighting setup
Naming consistency fix
Subtract dodgy merge from Main
Looks like I broke the crafting UI on this branch in the past. Reverting it to what's on Main for now
Fixes for zoom, and limits
Reduce large backpack from 30 -> 28 slots to fit the inventory UI better
Optimise the backpack reparent process so it uses the faster id based bone lookup
Readded the backpack slot enum to allow for per backpack left and right backpack slot offsets
Slightly adjust the right hand side of the large backpack to better fit the new dimensions
Add temp error log for rowboat clip
Cherrypick particle IK fix
Temporary null tests in HumanNPC CreateCorpse
Set up side holstering on large backpack
Disable workshop stats for now
Disable workshop stats for now
Basic ability to zoom in/out
Citizen/animgraph: updated Swim_Idle
Attributes, display info refactor
Post process, grunt when hurt, health regen - visualize health
Attempt to make sounds better until get some new ones
Citizen/animgraph: change threshold for movement reset from 5 to 2 u/s
Deploy starting weapon when respawning. Don't increase ammo count forever each respawn
Scale large backpack mesh 15% smaller (until it's fixed properly)
Scale large backpack dropped model by 15% as well
Fix large backpack worldmodel box collider too big
Improve LODs of large backpack to be less noticable
Add `scaleForceWithMass` option to allow buoyancy to ignore mass (because backpack weight in world changes as items are added to it)
Dropped backpacks ignore mass for buoyancy
Add buoyancy points to backpacks & tweak so they float
Add support for dropped items to float (by adding buoyancy scripts to world model)
Added basic lobby menu to create or join servers
Entity translation for scripted_sequence
Fixed spawnmenu "Save Changes" / "Revert" buttons not having icons
Regression from garrysmod/pull/1954
Fixed no loading screen when playing demos
Fixed a bad thing with HTML translations
Removed unused code from loading screen
Removed usages of GM:LoadGModSaveFailed clientside
Update icon_progress.lua
Fixed a visual bug with drag'n'drop
When the dragged panel's local position is higher than 2048 on any axis
Duplicator uses `CurHealth` instead of `Health`
Avoid issues with `Health()` function.
Also make the NPC inherit duplicator table correctly
Base gamemode supports DMG_REMOVENORAGDOLL for players
Correctly preserve worldpanel combo when popping UI layers
Almost fixes worldpanel filters, but there's still some issues with depth
Try a blind fix for npc_satchel crash
I think this might just be the problem with npc_satchel
Fixed crash when try to push a NULL ITexture
Fixed a crash when failing to create a fish entity
Fixed a crash when failing to create child ents for point_spotlight
Fixed crashes when failing to create entities for fire entity
Fixed Gravity Gun leaking material reference count
Fix crashes with deleting ai_network entity
Bump "insane reference count" threshold 10x
Fixed crash when try to push a NULL ITexture
Fixed a crash when failing to create a fish entity
Fixed a crash when failing to create child ents for point_spotlight
Fixed crashes when failing to create entities for fire entity
Fixed Gravity Gun leaking material reference count
Fix crashes with deleting ai_network entity
Entity translation for scripted_sequence
Disable auth checking for LAN only servers
Prevents being stuck on "Authenticating with Steam" forever
Fake addon subscription time
Because Steam doesn't give us this info when polling random items, even if they are subscribed to.
Subscription time will now mimic mount order as set in Steam.
Bump "insane reference count" threshold 10x
Rework how we get workshop subscriptions
TODO: This modifies the subscribe date sorting in-game!
This system should be faster and guarantees no duplicates if Steam decides to change ordering of subscriptions mid-game while we are getting them.
Fixed crash when try to push a NULL ITexture
Fixed a crash when failing to create a fish entity
Fixed a crash when failing to create child ents for point_spotlight
Fixed crashes when failing to create entities for fire entity
Fixed Gravity Gun leaking material reference count
Fix crashes with deleting ai_network entity
Entity translation for scripted_sequence
Disable auth checking for LAN only servers
Prevents being stuck on "Authenticating with Steam" forever
Fake addon subscription time
Because Steam doesn't give us this info when polling random items, even if they are subscribed to.
Subscription time will now mimic mount order as set in Steam.
Bump "insane reference count" threshold 10x
Add temporary kill notification in chat until I sort a killfeed
Respawn
HideInEditor becomes Hide
Component.Destroy should always work in the editor
Hide components with ComponentFlags.Hidden, re-use ComponentSheet if possible
When calling a CallbackBatch, create a new CallbackBatch to catch callbacks inside
Init SkinnedModelRenderer to bind pose in editor
Set so transform on model create
Serialize component references as an object (for future usage)
Fix NRE when copying component to clipboard
Move BodyGroups, MaterialGroup control widgets out of engine until they don't look like shit
Add ShowIf to Model.BodyGroups + MaterialGroup
ComponentSheet obeys + watches ShowIf
Fix component sheet not having 4px space before groups
Update default QComboBox colors