131,903 Commits over 4,232 Days - 1.30cph!
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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.
DDraw arrows in & out of IO ports when looking with a wire tool
Mount folder addons before Workshop system
Show IO port direction as an arrow instead of a line in the editor gizmo
Configure a direction for every IO port for every deployable IO entity
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()
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transforms on improvised shield
Change input to jump only
Mountable:
- Added dismount on input
- Added eye override pose
- Adjusted poses when on mountable
- Changed mountable spawning behaviour
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Check if navmesh if ready on wolves, even if movement is currently disabled
divesite_despawn_fix -> main
Doubled divesite check radius
- Still low enough to properly despawn divesites
- High enough to allow swim to surface
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▇. ▍▆▌▇_▅▊▄_▌▌▄▄▅▋▉▍ = ▉.▍▋;
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▌█▋▆▄ ▊█▄▋ ▌█_▆▍▉▆_▄▋▌▌▊▇▅█▋ (▍▋▌ ▇▆▍▊▅▄█▉▉▄▆▇.▉▋▅▊▍▄█▍▇▍▆▍▌▆ ▉▋▊▄▍▇)
Fix assert firing when wolf doesn't lock on a target because of an early out, but then tries to release the lock (harmless but prints errors)
Make lock system API more intuitive and less error prone
Added Catapult Explosive Ammo Blockout Model
added TowConfig prefabattribute that's retrieved and combined between two objects when towing begins
- combines to the most restricted settings of both configs (a towing object may allow free rotation on an axis that the towed object may need to restrict)
cars ticking tow attachment properly and handling detaching
adjusting layering and position of towing anchors and triggers
Reduced AO on catapult trims
Show vending machine names in the F1 UGC panel
Deleted underwater_divesites scene folder, all divesites now use a prefab based workflow
Applied a force include SceneToPrefabTag to the rocks root in most affected monuments (rocks were being ignored by HLOD because their root was below the cutoff for HLOD generation)
S2P Trainyard, Arctic Research Base, Satellite DIsh, Powerplant, NMS, Military Tunnel, Lighthouse, Harbor 1
More accurate HLOD warnings for renderer setup issues (missing materials, mismatched submesh counts, etc)
Fixed "Create HLOD" button on HLODBounds component reusing previous bakes
Revert radtown scene to version from radtown_fixes, has more up to date fixes
Merge from radtown_monument_fixes
Added a ServerTick method to HeldEntity, called when the player is holding it
Added server side shield positioning to approximately map where the shield will be on the server to match the client (as held entities just get parented to the root on the server but we need accurate positioning for this)
Shields can now take hits from server side projectiles like auto turrets and NPC's
Added ballista seat, prefabs setup
▌▅▇ ▇▄▍▊▍▉▇▉█▄▊▌▌▄▌▊▇▋▌▇() ▄▌▋ ▊▇▊▅▅▄▅ ▇▌▋▆ ▊▆ ▋ ▉█▉.▅▍█▋▋▌▊▄() ▌▋ ▄▇'▄ ▌▇█▇▆▆▆█ ▅█ ▆ ▊▌▅▉█▊▍▌ ▇▆▅▅█ ▄▍█ ▄▄▆▇ ▅▄▌▌▍▅▌█ ▆▆▅ ▍▉ ▅▄ ▌▊▄▊▆▋▆▄ ▋▊ ▅▄
Reduce saverestore buffer to 12M to match x86-64
Don't display "Vehicle X has invalid wheel attachment" for airboat
Use localization strings for Legal tab in Options
Also moved all gmod-specific strings to garrysmod_english.txt, from gameui_english.txt
Code cleanup
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- ▋▆▆▅█▆▉▉ ▄▍ ▆▄▆▅▉▉ ▍▆▅▆▅▄▅█() ▌▊ ▆▄▌▋▄▇█ ▅▇▅ ▍▄▆▊▉▋▍▊ ▍▅ ▊▉▄▍▉▋█ ▅▋ ▊▅▌▆ ▋ ▄▉▊▆▍▍▊▄ ▌█▉▌▄ █▊▇▄██▊ ▍ ▊▄▌▅ ▆▌▆█▊▍▅▌ █▊ ▄▄
Fix legacy wood piles and some divesite props meshes not being readable, causing navmesh to complain when building
Ballista prefab setup, code baseline
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Same treatment for VM weapon flashlight
When composite fsm transition fails, vislog exactly which sub transition succeeded, which failed and which were skipped, to help narrow down bugs
Tweaked flashlight lighting setup to faciliate our creative look-down pose
Partial modifier and RPC build
- Scene updates
- Prefab properties populated
- Manifest
- Initial launch point and mountable basic scripts
- Basic prefab setup
- Vine launch points can connect together