198,625 Commits over 4,140 Days - 2.00cph!
Merge from rail_network_link
Right click for <0.15s to disconnect wire
Hold right click to clear wire
Make disconnect & clear duration configurable in the wiretool entity (rather than hardcoded)
Apply same values to pipe tool & hose tool
Fixed train tunnel rail entrance sometimes spawning too close to monuments
Made triggers fit slopes better to fix broken terrain collisions
Tweaked environment volumes to make transition between underground and aboveground smoother
Fixed wire not being reversed when connecting a wire to the same IO entity and disconnecting the input
Fix protobuf generator not having updated generated code from `threadsafe_protobuf`
#CLIENT and #SERVER compile fixes
Added "Rust/Standard Mesh Terrain" for mesh-based terrains; assigned to tutorial island material w/ temp control maps
OnEntityCreated is now also called for clientside only entities
merge from main -> wire_tool_reconnect
Refactor "altMove" and "backpackOpen" into a enum "ItemMoveModifiers", add in ctrl + shift modifiers as well (unused)
Prevent backpack being dropped because the locker can't accept a backpack with items, instead keep it in the player's inventory
Add skinned backpack mesh
Fixed rail link sometimes overlapping elevator shafts
Added camera frustum outline rendering at runtime.
Halloween Score board fix
Added heightmap mesh for the second entrance
Restore content unloading, but behind convar
gmod_unload_test, defaults to 0
Build bspzip.exe and ship it (32bit only)
Location point generation and handling.
UI distance clamping.
Use radius for long range detection.
Added First Wanted Poster Variation
Added First Wanted Poster Materials and Model
Setup Basic Prefab
Fix gmod_suit 1 breaking sprinting
Sentences system calls EntityEmitSound
There are a few caveats:
* SoundName is always invalid.wav
* OriginalSoundName is the sentence name
* The sound table will contain SentenceIndex in these cases
* OriginalSoundName can be changed to replace the sound.
Global.EmitSentence now has an optional 9th argument = DSP, defaults to 0
Added Panel.GetScrollStartIndexes
Works only on text entries, returns 2 values - x axis offset, y axis offset
Added some NPC functions
NPC.GetGoalPos
NPC.GetGoalTarget
NPC.IsCurWaypointGoal
More "reportable" keyvalues in default FGDs
Shows useful info in the Entity Report window
Added NPC:GetCurGoalType
navmesh Lua API additions
Added missing enum for NAV_MESH_BLOCKED_PROPDOOR
Added navmesh.GetBlockedAreas()
Added CNavArea:MarkAsBlocked( teamID )
Added CNavArea:MarkAsUnblocked( teamID )
Added CNavArea:RemoveAttributes( flags )
Added CNavArea:AddAttributes( flags )
Disable default automatic navmesh unblocking
Add some of the existing nav related entities to the FGD
func_physbox/pushable is ignored by navmesh gen
Disallow making addon presets with empty names
Also fixed number only names being unable to be deleted
Confirmation when deleting addon presets
Addon preset importing and exporting
Merge Pull Request
Added net.Read/WritePlayer
Make ENT:OnTaskFailed second argument work
Added 2nd return value to NPC:Disposition - priority
Panel.DrawTextEntryText doesn't silently fail with invalid input
gitignore settings/presets/
Fix crashes when attempting to index invalid sentence IDs
Fix spawnmenu saved cursor pos resetting to middle of the screen sometimes
Resolved incompatibility with $BlendModulateTexture and $detail
Give sk_ally_regen_time a minimum value of 0.01 to avoid division by 0
And subsequent freezes due to infinite loops
Lazily fix props with VortWarp shader crashing when entering water
Reduce default max_fps to 150
There's no reason to have it at 300 by default
Add a hack for $alphatest 1 displacements not having collisions
$alphatest 1 brushes are considered "windows" and are non solid, but it doesn't make sense for displacements.
Rename CS:GO mountable game to mention the legacy branch
I am not sure we should keep it, might just leave this to mount.cfg
Fixed blendable textures on a brush being inverted in Hammer
i.e. not appearing like they do in-game.
Remove empty files from build process
Fixed fonts from gamemode's content/ folder not being extracted
For workshop addons, so they can actually be loaded.
Hide "No bound shader" warning behind developer 1
And also add which materials the error is for
Merged Pull Requests
gmad.exe - Reduced buffer reallocations, which results in much faster .gma file creation, most noticeable with many small files.
Added zi_ maps to Team Fortress 2 category
Merged Pull Requests
Added ents.Iterator and player.Iterator
Added string.CardinalToOrdinal
Fix compile error
Fixed _ShadowMapTexture related errors in "Rust/Standard", possibly others
Update gm_construct.nav
Added walkable drop down only areas to elevated areas, such as roofs of certain buildings
Added some navarea functions
Added CNavArea.GetIncomingConnectionDistances
Added CNavArea.GetAdjacentAreaDistances
Both have optional arguments to limit output to a certain navDir, and return the precalculated distances to the returned areas.
Fixed water not rendering properly on Scene View in play mode
Fixed "CopyTexture" error and "built-in RT type 15 not found" warning, when spawning players
When no second rail path can be found when connecting a monument to the rail network, try pathing to our first rail path in an attempt to merge them + reuse the existing path (better than having a missing connection)
Fix cell size of backpack inventory
Cherry pick flatbed prefab fix to Aux2 + manifest rebuild
Merge rail_network_link -> Aux2
Fixed train signal lights at low LODs
Greatly sped up RefreshLightState by caching the splines that are part of each signal's block
Try commiting GameUI.Inventory again
Add GameUI.Inventory.Backpack to GameUI.Inventory
Add BackpackInventoryPanel
Set backpack panel to resizable