125,561 Commits over 4,171 Days - 1.25cph!

11 Months Ago
Merge from gesturepack
11 Months Ago
Added new gesture: Knuckles Cracking
11 Months Ago
Fixed C4 FX orientation parenting.
11 Months Ago
11 Months Ago
40mm
11 Months Ago
Added shopkeeper NPC's to water well A and B, all water wells now have a shopkeeper
11 Months Ago
Fixed hash collision warnings on game boot (S2P all water wells and generate manifest)
11 Months Ago
Merge from waterwell_update_oct_2024
11 Months Ago
Merge from scrollrect_disable
11 Months Ago
Merge from gesturepack
11 Months Ago
Disabled skin rendering on default hazmat viewmodel
11 Months Ago
Better catapult colliders
11 Months Ago
Updated "shush" gesture's first person anim to prevent near camera clipping
11 Months Ago
Fixed constructable entities health mismatch between client and server
11 Months Ago
Added new gestures - "Loser" and "No-no" (finger wagging).
11 Months Ago
Show the full underwear skin for the mummy wraps in the item store
11 Months Ago
Network compat breaking changes * Removed bodyque system/entity * Remvoed vote_controller entity Bump network version & .exe version Fix weapon_snark network types Remove m_bHL2EpisodicBehaviour from gmod gamerules CTEPhysicsProp model scale networking TEHL2MPFireBullets Y axis spread networking Completely remove the commentary system Fix incorrect particles spawning if there are too many garrysmod-issues/issues/5509 Remove test_traceline entity Restore portal entity clientside parts (lasers) `teamonly` in `player_say` event networked Update decals_subrect.txt Updated from HL2, to contain 2 new Portal decals You can gravity gun portal energy balls successfully Fixed studiomdl crashing with remapping sequences Remove unused properties on SWEP internals Change how SWEPs store ViewModel/WorldModel/PrintName To get rid of 80 character limit for all 3 fields Remove another unused field from SWEPs Network gravity scale for players, for prediction Reduce network bits for player's drivingmode/player class No server has 2^32 unique classes Network m_bSprintEnabled for prediction (Player:SprintDisable) Fixed insane network load of ManipulateBone* functions Optimize some more player networking m_OverrideSubMaterials array m_iTeam reduced bits (from 32) Undo changes to m_OverrideSubMaterials Fix networking of gib scale to clients Do not initialize the scaled prop physobj as shadow for client only ents Added `SetLifetime` input to prop_combine_ball 0 or negative values make it infinite. BallCaught and OnBallCaught input/output for portal BALL ent Do not network duplicate health/velocity for players Since it is already done for all entities Do not set collision bounds on physgun beam I don't know why it was being set at all, it's not a physical entity, so let's try simply not setting the collision bounds and see what happens. Not setting the bounds saves on network bandwidth. Minor cleanups npc_combinecamera fires OnLostEnemy output Remove unused stringtables * GMod specific GModGameInfo * Source's ServerMapCycle and InfoPanel, and their panels Minor cleanups Double `modelprecache` max size to 8k Fix CNewParticleEffect.AddControlPoint attachment default value No longer produces console warnings when not given an attachment name TTT: check data_static for rearm scripts for use in workshop addons Updated language files Merge branch 'main' into prerelease Fixed a crash with Panel:AppendText Merge branch 'main' into prerelease
11 Months Ago
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Fioxed cultist deer torch renderer appearing at the wrong size in the item store
11 Months Ago
Fixed skull rock and baseball bat 3d renders not appearing properly in the item store
11 Months Ago
Unsaved icon change
11 Months Ago
Add to options menu - add support for the dropdown options menu to display text or a color - will show "Random" or the color of the map marker
11 Months Ago
Compile fixes
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11 Months Ago
merge from main
11 Months Ago
Added a system to slowly move and rotate siege weapon in place using physics Enabled on catapult, ballista and siege tower
11 Months Ago
npc_spawn_on_cargo_ship_fix -> main
11 Months Ago
Compile errors
11 Months Ago
npc_spawn_on_cargo_ship_fix -> main
11 Months Ago
Made npc_spawn_on_cargo_ship actually do what it says it does
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Clientside affordability check first
11 Months Ago
Clicking a mixing table recipe will auto add all the ingredients to the mixing table inventory in the correct amounts/locations
11 Months Ago
Markers now default to a number as their name (0,1,2,3,etc) - can toggle behavior with `map_marker_autoname` - can specify the default color for map marker with `map_marker_color` convar - -1 = random, 0 = yellow, 1 = blue, 2 = green, 3 = red, 4 = purple, 5 = cyan https://files.facepunch.com/jakerich/Xy99wr6maG1h/g9nPKC3XjPA2WYIf.mp4
11 Months Ago
Fixed a crash with Panel:AppendText
11 Months Ago
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merge from halloween24
11 Months Ago
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11 Months Ago
- More logs - Call set tow id with detach
11 Months Ago
reduce root motion strength on dracula cape BC assets (visually feels about the same, but less likely to explode on vehicles)
11 Months Ago
- Additional Logs - Codegen
11 Months Ago
Initial work on seeing the actual tow connection as ropes: - Towing Visuals attempts to connect x connections -> y connections using OneToMany or ManyToOne approaches - Horse now syncs the entity id of the entity its towing - Created TowingVisuals class which creates and manages rope connections - Uses FakePhysicsRope to connect up and simulate ropes - Setup base prefab - Setup catapult towing visual connection points
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11 Months Ago
Merge: from profiling_improvements Removes boxing allocations in Pool.Get and Pool.Free in Editor context. Tests: in editor on Craggy started a normal session, couldn't see allocations in the profiler. Overrode the startup params and was able to see the overhead table printed out when invoking cmd.
11 Months Ago
Merge: from main Tests: none
11 Months Ago
Update: Make Pool capacity waste tracking off by default - Added an editor-only command to enable it, "pool.memory_overhead_tracking_enabled" - Cleaned up implementation a smidge, left a comment explaining where the box is coming from - "pool.print_memory_overhead" skips entries with 0 overhead I couldn't find a way to avoid boxing in a generic call, so I decided to disable this telemetry gathering by default to avoid muddying profiler data. Tests: in editor on Craggy started a normal session, couldn't see allocations in the profiler. Overrode the startup params and was able to see the overhead table printed out when invoking cmd.
11 Months Ago
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11 Months Ago
Merge from ai_wolf_iteration