243,845 Commits over 3,898 Days - 2.61cph!

1 Year Ago
removed delay from saloon door anims
1 Year Ago
Fix #SERVER compile error
1 Year Ago
push doors vm and 3p anim, added to v gestures and player animator
1 Year Ago
Removal basics (very wip)
1 Year Ago
Add .gma to file.Write whitelist Move where gmod_unload_test is defined to appease linux srcds Support Vector / Vector Merged pull requests * Clean up DOF_Ents table on DOF_Kill * Use Brackets for keys in PrintTable to avoid confusion with trailing/leading whitespace RecalculateLineBreaks before firing OnTextChanged Fix Panel:GetNumLines not being up to date within that hook.
1 Year Ago
Merge from shader-stdblends-extended
1 Year Ago
Fixed portacabin materials
1 Year Ago
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1 Year Ago
Type selection drop down Fleshed out type selector, now checks constraints Pure attribute for some things that should be expression nodes
1 Year Ago
Some more nodes
1 Year Ago
Terrain blending now working with Mesh terrain type (e.g. cliff); fully automatic for now but requires MeshTerrainRoot script on hierarchy
1 Year Ago
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1 Year Ago
1 Year Ago
Include generic parameter in PropertyDefinition
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
more wip placeholder UI and sweetspot detection
1 Year Ago
Merge from rail_network_link
1 Year Ago
Added AutoCliffSplat and AutoCliffTopology parameters to monuments that can be used to opt out of the auto cliff generation
1 Year Ago
Fixed update implementation When transform changed, notify our children too Disable fixed update for now
1 Year Ago
Subtracting 87935
1 Year Ago
Native Resource Cache Use a sliding window cache alongside weak references for our native resources in C#. There were cases where we were reloading resources every frame because the garbage collector was too good at it's job, so we'll let per frame loads hang around a bit longer. Resolves #1306
1 Year Ago
Fixed ProceduralMapRailSimple using a tiny world size
1 Year Ago
train_tunnel_double_entrance_b implementation
1 Year Ago
bulkhead light
1 Year Ago
Hunting trophy compile fix when neither server nor client
1 Year Ago
Add PhysicsWorld.Step( delta, substeps )
1 Year Ago
Clear cache at opportune moments Use NativeResourceCache for other native resources Destroy strong handles on main thread Get rid of debug
1 Year Ago
Give this a go
1 Year Ago
merge from main
1 Year Ago
Fixed rail network link missing from underground map
1 Year Ago
Use Brackets for keys in PrintTable (#1754) To avoid confusion when there is [357] and ["357 "] for example. Example of how that looks: ``` [0.000000 0.000000 0.000000] = Vector [1] = Number [Entity [0][worldspawn]] = Entity ["stringIndex"] = String ```
1 Year Ago
Fix strong handle leak in Texture.FromNative
1 Year Ago
Added new rail entrance variant to cover higher terrain (fixes missing rail entrance on certain seeds)
1 Year Ago
Fixed weird circular / tight rail generation around rail entrances
1 Year Ago
Detection point and debug gizmos.
1 Year Ago
Cleaned up sethealth, setradiation and setwater methods. Allowed access to server admins. Swapped to debug rather than player.
1 Year Ago
IsTypeParameterRequired shouldn't check properties
1 Year Ago
1 Year Ago
Compile fix.
1 Year Ago
Swapped PlayerMetabolism override to only be on the server.
1 Year Ago
Clicking a GameObject in a GameObjectControlWidget will select it Fill out TreeNode.HasDescendant for GameObjects
1 Year Ago
SelectionSystem has events Rename TreeNode.HasChild to TreeNode.HasDescendant Open and scroll to selected item in treeview
1 Year Ago
Sweetspot detection wip
1 Year Ago
1 Year Ago
Pure methods become expression nodes
1 Year Ago
Swapped to using DDraw for frustum rendering.
1 Year Ago
1 Year Ago
Nuked "Rust/Standard Mesh Terrain" and transferred functionality to "Rust/Standard Terrain" controlled via Terrain Type drop down
1 Year Ago
Clear DoF_Ents table on DOF_Kill (#2020)