137,180 Commits over 4,324 Days - 1.32cph!

16 Minutes Ago
- Players can't kick golfballs - Add drag on the ball so it doesnt roll forever - Add bounciness
21 Minutes Ago
golf tee dressing
29 Minutes Ago
Make jump/land sounds play for non local players * Also made Player:PlayStepSound volume argument default to 1 * Fixes Player:PlayStepSound not really doing anything in multiplayer Added game.Get3DSkyboxInfo Returns table with "origin" and "scale" keys. No function arguments. Send replicated convars in batches of 128 * This fixes an overflow/network channel corruption issue on server join when the server tries to send over 255 replicated convars to the client. Remove some unused stuff * Removes CRC calc for game_sounds_manifest.txt loading, since the CRC is never used. * Removes CGarrysMod::SetupSoundsManifest Reload soundscripts when games are mounted * This fixes no voice lines playing in Half-Life 2 maps when the game was started without HL2 mounted, and then HL2 is mounted. Minor cleanups in multiplayer animstate * Make flDeadtime in prediction use correct data type * Removed a bunch of unused fields in MultiPlayerPoseData_t * Reduce amount of LookupPoseParameter calls
28 Minutes Ago
- Fixed swap to driver popup not working
30 Minutes Ago
Create item for golf hole bucket - can now place it
46 Minutes Ago
Update: PoolAnalyzer - in cases of assignment, scan all block hierarchy up to local var declaration block - debug binary built from cb708ddf Down to 15 confirmed false-positives (5 different types) Tests: unit tests + started unity
50 Minutes Ago
- Improved hitting workflow again - Will now auto dismount if you've hit the ball then walked after sending it - Fix phrases not poping off
50 Minutes Ago
ao tweaks
52 Minutes Ago
deployable golf tee initial setup
1 Hour Ago
- Player no longer auto dismounts after golfing. Stays on the mountable until space is pressed, this stops you getting disorientated - Dont draw trajectory if you have shot your ball
1 Hour Ago
Show phrase when swapping golf club type
1 Hour Ago
Ensure mountable dies when dismounting from a ball
2 Hours Ago
Missed file
3 Hours Ago
Update: PoolAnalyzer - check finally and using blocks - debug binary built from b28334fc Down to 48 potentially false-positive errors Tests: unit tests + started unity
3 Hours Ago
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3 Hours Ago
Basic ItemDefinition tests, checks dlc items are not researchable as well as missing sounds Finds 6 missing phys impact sounds Add descriptions, regenerate testlist
3 Hours Ago
Update: PoolAnalyzer - more escape cases - recursively process expression statements to detect deeply nested escape cases - add support for field initializer escapes - debug binary built from e61378eb Currently detecting 54 errors (still a bunch of false-positives present) Tests: unit tests + started unity
4 Hours Ago
Set power node fixes
4 Hours Ago
Data cable icon updated
4 Hours Ago
Apartment complex B / small and large greyboxes Added prefabs to the scene
5 Hours Ago
Update: PoolAnalyzer - escape analysis if assigned to a variable as part of method arg list - debug binary build from 8b392070 Currently seeing 60 errors in C+S (3 valid, 2 false-positives, rest unknown). Tests: unit tests + launched unity
5 Hours Ago
Add TriggerParent
5 Hours Ago
Fix buoyancy submerged states being incorrect while batching. Slight perf improvement from no longer calling submerged callbacks for no reason. (thanks BlackLightning)
5 Hours Ago
reduced size of cable heads in the viewmodel
5 Hours Ago
set up 3p data cable
5 Hours Ago
Add Construction component so the sockets actually work and add 2 extra window sockets
5 Hours Ago
Support multiple TestParameterSource attributes Can now have more than one parameter source per test, they get combined
5 Hours Ago
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5 Hours Ago
Biome experiments / backup
5 Hours Ago
data cable viewmodel setup, model name changes
6 Hours Ago
Basic worldmodel tests, already catches 30+ misconfigured ones
6 Hours Ago
Add sockets for doors and a window to the trailer
6 Hours Ago
- New Iron position - New Driver position - Better hand IK positions
6 Hours Ago
Update: PoolAnalyzer - handle more valid cases - added support for Dispose handling - added if(obj != null) Free(ref obj) handling - added support for using directives (both scoped and inline) I give up on trying to handle local data flow involving pooled objects - there's just too much work here Tests: unit tests + started unity (our Pooling unit tests no longer flag false-positives, this was kind of funny)
6 Hours Ago
Codegen
6 Hours Ago
Scale trailer hackweek entity by 2.5x
6 Hours Ago
Allow towing attachments to scale the force before the joint breaks on a per-prefab basis - instead of changing global convar for hackweek each time I load the editor
6 Hours Ago
- Can swap between putter, iron and driver by pressing CTRL when mounted to the ball - Clearup and rewrite the club system (AGAIN) - Reset and replace the position target transforms
6 Hours Ago
Added data hub item, acts as a data combiner - 3 inputs 1 output
6 Hours Ago
exported golf swing anims
Today
Today
Plugged the viewmodel prefab in
Today
Folder cleanup
Fix clientside golf ball being returned to the server
Today
Data cable world model and view model prefabs. Assigned new world model to item.
Today
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Feedback changes: - Inverted A + D for walking - Reduced putting max by 50%
Revert golf ball mountable and golf ball back to what they should be
- Remade golf hole and animator - Fixed merge issues - Regen manifest - Fix folder issues
Today
Added fillContainers command. It will fill boxes, barrels, TC's (anything with a container) with random items within 5 meters of the player. You can filter items by category too, same as the fill inventory command.