243,476 Commits over 3,898 Days - 2.60cph!

12 Months Ago
Include Harvestable layer in the stability notification to have it still notify kinematic dropped items (they may want to wake up)
12 Months Ago
Call OnPhysicsNeighbourChanged immediately if the parent is moving fast. Fixes a time delay on the queue causing the event in an old location, sometimes missing objects out
12 Months Ago
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12 Months Ago
Fix Collider component not cleaning up its OnTagsChanged event
12 Months Ago
Rivals desk steam item setup
12 Months Ago
Rivals desk drops as burlap sack Rivals desk now has same crafting costs as computer station Rivals desk is now in electrical category Rivals desk now has ground watch component
12 Months Ago
Merge from main
12 Months Ago
Add left/right hand hold parameters Added ability to create blend trees in update script
12 Months Ago
Added a new PlayerAnimatorControllerUpdate class that automates any additions or changes made to the player animator, can be run via Tools/Animation/Update Player Controller from Main This way we can always accept the latest changes and just clear any cahnges on this branch, then rerun this tool to get everything up to date Currently only supports adding parameters
12 Months Ago
Enable IK on hands layer Very vague implementation of some roll bones on the forearm helpers, right now it just lerps it's local rotation based on the starting rotation and the rotation of a target transform (in this case the hand) Implemented on both arms, but it doesn't seem like these bones are skinned so it's hard to say if it's doing anything
12 Months Ago
more hacky wip testing
12 Months Ago
Merge from main 81 prefab merges here so there could be issues, head.male.light00, spraycan.weapon and cake.entity all had unresolvable conflicts so changes on this branch had to be stomped
12 Months Ago
Fix not being able to enter the main code of a codelock when you are authorized on the guest code Fix `ent changecode` and `ent changeguestcode` not working unless you previously set a code
12 Months Ago
Don't require admin privileges to use the downloadsign console command (to save sign images to your PC)
12 Months Ago
Increase distance to 0.4, 0.35 was a little tough with the rock
12 Months Ago
Add a button to export the image you are currently editing to the desktop
12 Months Ago
Enabled long resource forgiveness on concrete pickaxe, stone pickaxe, icepick, diver pickaxe, prototype pickaxe and regular pickaxe Reduced the extra trace distance to 0.35 (was 0.5), still feels helpful
12 Months Ago
Make Ctrl+S work as a shortcut for the save button
12 Months Ago
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12 Months Ago
WIP scan movement test
12 Months Ago
Restyle so it's closer to Lewis's designs
12 Months Ago
Inline size and opacity with the brush section
12 Months Ago
Add a button to toggle chat visibility in the paint UI Make the toggle buttons state save Fix slider values not saving
12 Months Ago
Allow chatting while on the sign paint UI More accurate method to check if the mouse is over UI
12 Months Ago
Fix team leader marker visibility button not working on map
12 Months Ago
Fix painting being possible when clicking on UI
12 Months Ago
Fix SERVER compile error
12 Months Ago
merge from mfm3
12 Months Ago
Merge fixes
12 Months Ago
Restore how CreateParticleSystem handled optional arguments sigh Placeholder portal 2 entities to fill gaps on maps glualint menu code Merged Pull Requests * Allow omitting slot parameter to NetworkVar * Replaced util.TraceLine by util.TraceHull for tool traces. Fixes trace bypassing parented props
12 Months Ago
3p bow prefab setup
12 Months Ago
DT/NetworkVar Changes (#1787) This is an attempt to close garrysmod-requests/issues#798. This allows you to omit the slot of DT/NetworkVars, which simplifies DataTable inheritance. ```Entity:IsDTVarSlotUsed(typename, slot)``` and minor optimizations are also included. The DT/NetworkVars slot parameter can either be nil or completely omitted: ``` local ENT = {} ENT.Type = "anim" function ENT:SetupDataTables() self:NetworkVar("Int", 1, "Base1") self:NetworkVar("Int", 3, "Base2") self:NetworkVar("Int", 5, "Base3") self:NetworkVar("Float", 0, "Base4") self:NetworkVar("Float", 1, "Base5") if SERVER then self:SetBase1(1) self:SetBase2(2) self:SetBase3(3) self:SetBase4(4.4) self:SetBase5(5.5) end end function ENT:Initialize() print(self, self:GetClass()) for i=0, 31 do if self:IsDTVarSlotUsed("Int", i) then print("Int " .. i .. " used", self:GetDTInt(i)) end end for i=0, 31 do if self:IsDTVarSlotUsed("Float", i) then print("Float " .. i .. " used", self:GetDTFloat(i)) end end PrintTable(self:GetNetworkVars()) end scripted_ents.Register(ENT, "github_test") local ENT = {} DEFINE_BASECLASS("github_test") ENT.Base = "github_test" function ENT:SetupDataTables() BaseClass.SetupDataTables(self) self:NetworkVar("Int", nil, "Test1") -- backfills Int 0 self:NetworkVar("Int", "Test2") -- backfills Int 2 self:NetworkVar("Int", "Test3") -- backfills Int 4 self:NetworkVar("Int", "Test4") -- uses Int 6 -- Int 0 through 6 are used self:NetworkVar("Float", "Test5") -- uses Float 2 self:NetworkVar("Float", "Test6") -- uses Float 3 -- Float 0 through 3 are used if SERVER then self:SetTest1(-1) self:SetTest2(-2) self:SetTest3(-3) self:SetTest4(-4) self:SetTest5(-5.5) self:SetTest6(-6.6) end end scripted_ents.Register(ENT, "github_test_child") ```
12 Months Ago
Replaced util.TraceLine by util.TraceHull for tool traces. Fixes trace bypassing parented props (#1890)
12 Months Ago
Citizen/animgraph: improved sprinting animation & handling of the locomotion 'wish' layer
12 Months Ago
mfm
12 Months Ago
World model fix
12 Months Ago
Debug fix
12 Months Ago
VR component cleanup, update VR test scene - Renamed components to better reflect their functions, dropped Component suffix - Drop update types - I can't think of a reason why you *wouldn't* want these to update constantly, but feel free to tell me if I'm being dumb - Comment everything for when our editor UI shows this stuff
12 Months Ago
Merge from main -> qol_f8_server_version
12 Months Ago
Fix #CLIENT compile error
12 Months Ago
BytePack support TypeLibrary types Fix PropertyDescription sometimes setting twice Remove NetworkSerializer, build it into NetworkSystem Remove MemoryPack Clear Typelibrary's BytePack on assembly changed
12 Months Ago
Fix NRE in draw gizmos when joint isn't attached to another object
12 Months Ago
Fix incorrect adding of prismatic joint
12 Months Ago
Merge from main -> qol_ent_setgrade
12 Months Ago
Change console message `You died: killed by (steamid)` -> `You died: killed by (network id)` Added admin command `netid` to convert network id to steamid Add `network_ids` table to `player.states.db` to store wipe id + network id -> steam id
12 Months Ago
Bandages can now revive downed players the same as syringes can.
12 Months Ago
merge from main
12 Months Ago
Enable limits on prismatic and revolute when limits are valid
12 Months Ago
Update output connections too in GraphView.UpdateConnections
12 Months Ago
Update UI of custom nodes if their definition changes