138,932 Commits over 4,474 Days - 1.29cph!

2 Years Ago
Even more compile warning fixes MORE warning fixes Display a warning message when main menu is blocked too many times A message about how to bypass the block Fixup gamemode hook calling code for consistency Also hopefully prevent a a case of cryptic "trying to call <type>" errors. Also fixes crashes due to Lua panics
2 Years Ago
Added GM:OnPauseMenuShow This is meant to replace other methods of hiding the mainmenu (which will be disabled at some point). Return false to prevent main menu from showing for that key press. The user can hold SHIFT to bypass this hook at any time, in case the server/addon has malicious intent of not allowing the player access the main menu. Panel:GetFont works for RichText Hammer builds on newer C++ Windows toolset Limit GM:OnPauseMenuShow to ESC key Fixed Linux/Mac compile error due to usage of variable name "default" Fixed some compile warnings Fix compile error
2 Years Ago
fixed CNY_Spear and SkinningKnife BurstCloth setups - proper gravity values - reduced damping to reasonable values
2 Years Ago
divesite latest
2 Years Ago
Fixed ConversationManager Update NRE
2 Years Ago
merge from main
2 Years Ago
Merge Cargoship Log Spam Fix -> Main
2 Years Ago
Wrap a bunch of loose logs in HarborCrane and CargoShip with editor checks. This will prevent log spam
2 Years Ago
Remove PhysObj.MakeShadow Entity:MakePhysicsObjectAShadow exists Fix ContentHeader colors Disable -textmode Fix compile error Merge hlmv crash fixes from CS:GO Related to high poly models and the debug rendering modes Fix? flex bone drivers in-game Made the flex bone driver code mimic the code from HLMV, which basically includes special case for BONE_USED_BY_BONE_MERGE Added a new option to HLMV Flex tab for $boneflexdriver preview It will move Flex sliders live as the animation plays Try to fix GitHub screwing us over Fix player angles serverside while in vehicle not matching client Also fixed GetPassengerSeatPoint returning wrong values for vehicles without ACT_IDLE, such as the chair models, now will select first sequence. point_viewcontrol only gives invincibility if it freezes the player Fixed water for leaking to the world due to resetting clipping on disconnect garrysmod-issues/issues/5925 Fixed crashes when getting ammo type name of invalid ammo Update icon for ep2_outland_06a to actually represent what it is HL2 map categories are done by name garrysmod/pull/2091 Improve map NPC name detection further util.StringToType supports "boolean" and "number" types Added player_manager.GetPlayerClassTable (Community Contribution) Added missing outputs to func_healthcharger in the .fgd Also remove duplicate ClearAllOutputs from the FGD Make SWEP:Think not run before NextAttack in singleplayer This mimics SWEP:Think's behavior in multiplayer. Call TOOL:Holster and Deploy when switching tools clientside This was done when using gmod_tool serverside only, it is now done when gmod_toolmode changes both clientside and shared. Added 2nd return value to GM:CanArmDupe hook (Community Contribution) Fix util.StringToType "int" erroring with invalid inputs
2 Years Ago
Client compile fix, code cleanup
2 Years Ago
Only get item schemas once to speed multiple item processing up, and do it during scene bootstrap.
2 Years Ago
Initial support for parsing a list of pasted workshop URLS and finding the matching items
2 Years Ago
Prefab tweaks
2 Years Ago
Disabled saving on NPCVendingMachine_TravellingVendor, may fix entity leak
2 Years Ago
Update: Adding Pool.FreeUnmanaged overload for MemoryStream Since Free got changed to accept IPooled only, it allows us to delete a runtime check in the editor env. Tests: build only in editor, all targets
2 Years Ago
Wire deployment cancel condition
2 Years Ago
Feedback: Replacing bikeshedded emptyArray with Array.Empty<T> Tests: trivial change, so only built Client+Server
2 Years Ago
LODs prefab update
2 Years Ago
merge from main
2 Years Ago
Switch from pinging servers via their IPs to pinging the entire server list via 4 queries
2 Years Ago
merge from mountable_rotation_fix
2 Years Ago
merge from fix_convar_defaults_server
2 Years Ago
merge from optimize_prewarm_doors
2 Years Ago
merge from triggerbase_fix
2 Years Ago
Converted the isGestureViewmodel field on viewmodel into a new viewmodel type variable, also has a shield type Fixes bullet casings ejecting from the players camera while a shield is equipped as well as some clothing issues
2 Years Ago
Temp model Added a new shield hands layer to the 3p animator that only masks the left arm, just has an idle for now
2 Years Ago
Hold RMB to block with the shield (only visible in first person right now) Cannot attack while blocking
2 Years Ago
Hide the left arm of viewmodels when a shield is active (rotated off screen) Hide the viewmodel shield while reloading weapons
2 Years Ago
Let bike driver wield items
2 Years Ago
Updated third and first person animations for rock paper scissors gesture.
2 Years Ago
Wire ground watch, make sure to cut the trap wire when the entity it is attached to is destroyed
2 Years Ago
Made a simple shield viewmodel, seems to just work as expected as the shield entity is getting the correct OnDeploy/OnHolster client events
2 Years Ago
Added a shields inventory loadout for testing Can now use M92 with shields Can no longer ADS while a shield is equipped
2 Years Ago
First pass jungle wall texture for testing brick sizes. Doubled wall thickness in kit. Initial blockout of vertical slice jungle wall segment.
2 Years Ago
Shifting some lighting things around into culling volumes. Both because paper thin walls, but also performance.
2 Years Ago
Update: Constraining Pool.Free - Step one * Primary Pool.Free overload now only accepts IPooled types * Secondary overloads added to work with collections (not restricted to IPooled yet). They all call Clear() on the returned pooled container. * Pool.FreeList now just pipes to one of Pool.Free secondary overloads (proper cleanup will be done later - there's 800 occurances of FreeList usage) * Added Pool.FreeUnmanaged as an escape hatch for types that are in the pool but don't implement IPooled interface. Motivation: If we want to avoid leaking memory and reduce potential of "improperly-recycled" pooled objects, so we need a more controlling API for Pool that allows users to avoid misusing it and calling the wrong API by accident. We'll get there by providing a stricter API that checks for users whether it's legal to use it in a particular way. This means I have to write a bunch of boilerplate (overloads + variations) and clean up all the use cases we have(both the types that might benefit from IPooled and all the API usage points). Tests: built all targets for scripts in editor. Didn't do any runtime testing as there's only 1 safe functional change (clearing of collection on return to pool).
2 Years Ago
frontier hatchet updates - 3p entity set up - icon set up - worldmodel set up - projectile set up
2 Years Ago
Include map name in map related disconnect messages Kick players who send impossible voice packet sizes Added sv_signon_dos_disconnect from CS:GO
2 Years Ago
Clean: Nuking SimpleList.cs Nothing uses it anymore, and it's superseeded by BufferList. Tests: All targets in editor built succesfully
2 Years Ago
Update: Replacing SimpleArray uses with BufferList. BufferList also avoids allocations when default-constructed. There's 2 reasons for this change: they're functionally the same(with a small change for default BufferList), but BufferList offers more. Also, and the primary reason, it allows me to refer to the type at a lower assembly level (Facepunch) so that I can continue making Pool's API more strict. Tests: checked all "targets" build in Unity, no runtime tests (well, editor runs this code outside of playmode as well, so there's that)
2 Years Ago
Merge from main
2 Years Ago
Merge from nexus
2 Years Ago
Merge main
2 Years Ago
Bike Cargoship Parent -> Main
2 Years Ago
Clipping check doesn't apply to parent objects
2 Years Ago
Line of sight checks when placing down the wire
2 Years Ago
merge from main
2 Years Ago
Hot air balloon compile fix
2 Years Ago
subtracting 101159 - sinceLastBlast compile
2 Years Ago
Update: Inlining PoolCollection::Fill implementation into Pool In order for us to unify TakeX/FreeX custom methods into a single overload set, we need to unify their constraints. This removes one new T() call from 2 calls in PoolCollectionm which is first step towards removing new() constraint on PoolCollection(and instead preserving it on Pool APIs). Also left a note about thread safety - luckily right now everything is used in a safe manner