244,583 Commits over 3,898 Days - 2.61cph!
Delete native point_worldtext
Fix networking of low bit small floats
garrysmod-issues/issues/5552
info_cull_triangles .fgd -> c# editoronly def
Fix oopsie on info_overlay
visibility_hint .fgd -> c# editoronly def
Clear a bunch of these native -> nice conversions
Physics awake list uses aggregate instead of skeleton, cherry picked to make meld easier
Remove unintended debug print
Add fallback sounds for EP2 vortigaunt attacks
Add fallback sounds for EP2 vortigaunt attacks
info_overlay editor only c# definition, remove .fgd entry
info_notepad editor only c# definition, remove .fgd entry
remove func_instance fgd, unused
Trim some fat from the .fgd
Port some thread pool changes from csgo, should fix linux srcds not having them
Remove unintended debug print
Fix brick skin having colored tints like container skin
Only add RoundScore is RootPanel is valid (something else must be up here...)
Safety checks for ToastList instance
Don't make newly joining players a spectator :sob:
RespawnScreen safety
Respawn player properly on join in PlayRound
GiveLoadout<T> initializes the loadout properly
Remove pending open mode
Only update team classes if the root panel has been created
Check if Station Screen instance is null for RPCs it may have not been created yet
Check if Post Processing has been created in frame event first - it seems this can be called before ClientSpawn
Remove prediction on TimerEntity props
I don't think these need to be predicted, they're only used for display on client and the prediction error was going to be a headache to track down.
Small cleanup
Delete info_spawngroup_landmark & info_spawngroup_load_unload, never worked and we'll think of something better after meld
Delete info_dynamic_shadow_hint & info_dynamic_shadow_hint_box - unused
Delete env_spherical_vignette
Maps page is default, show message when no servers exist
Show default/missing thumbnail in map page
Fix NRE on startup
fixed looping issues on W + A/D player parachuting anims
Fix Components/issues/2
For sanity, output packages to the same folder
Fix Components/issues/1
Show progress when uploading
Do GetPixels inside calc functions (for percentages)
Division by zero throws correct DivideByZeroException
Added LODs to the microwave model
Length.Calc (LengthUnit.Expression), evaluate on demand
Add failing test for nested calc (`calc( ... + calc( ... ) )`)
Add support for nested `calc()` statements
NRE fix for mounted input running on non-players
edited 3p hml anims, changed idle pose, edited reload and added breathing idle
MOVED MISSILE WAY UNDER THE GROUND AND SCALED TO 0.1 ON HOMING MISSILE LAUNCHER VIEW MODEL ANIMS
Leaderboard backup, run #5703
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InsideSphere -> VectorInSphere etc
Initial support for `calc( ... )`
parachute protection tweaks
allow HAB door to be repaired
Random.Rotation() / Random.Angles() documentation fix
Get rid of "Unit" in random extensions, replace "From" with "Inside"
Adjust hand IK positions on first person parachute
merge from global_networked_bases
merge from HomingMissileLauncher
Fixed parachutes incorrectly awarding the sunglasses at night voice props dlc achievement
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
Random.FromSphere( Sphere ), Random.FromBall( Sphere )
Un-obsolete Rotation.Random, fix Angles.Random
exported view model homing missile anims again so the upper left arm does not show when clothing is equipped and admire animation is played
Merge Main -> Experimental
Refactored my InSafeZone method so that it can work with neither CLIENT nor SERVER defined
Updated textures for the microwave model
Use GunfightCamera.Target everywhere so spectating is more accurate
Support loadout system working without a gamemode set
Fixed friendly fire error when not playing on a gamemode
Give bots the default loadout
Try pieceing together the spectator system
edited ads idle so it doesnt glitch and admire anim so the left arm mesh doesnt come into view on homing missile launcher anims