243,025 Commits over 3,898 Days - 2.60cph!

3 Days Ago
Kill old bird fix platform rotation Revert swing
3 Days 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
3 Days Ago
control group multiselect focusing spawn starting survivors
3 Days Ago
merge from siege_weapons
3 Days Ago
Compile fixes
3 Days Ago
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3 Days Ago
merge from siege_weapons
3 Days Ago
merge from main
3 Days Ago
Added a system to slowly move and rotate siege weapon in place using physics Enabled on catapult, ballista and siege tower
3 Days Ago
refinery updates
3 Days Ago
npc_spawn_on_cargo_ship_fix -> main
3 Days Ago
Compile errors
3 Days Ago
npc_spawn_on_cargo_ship_fix -> main
3 Days Ago
Made npc_spawn_on_cargo_ship actually do what it says it does
3 Days Ago
cherrypicking 106659
3 Days Ago
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3 Days Ago
Humans: fixed compile errors
3 Days Ago
Clientside affordability check first
3 Days Ago
Clicking a mixing table recipe will auto add all the ingredients to the mixing table inventory in the correct amounts/locations
3 Days 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
3 Days Ago
Fix Folder Icons not being centered Added Folder Metadata window. Allows you to change folder Color/Icon and see additional information. Resolves Facepunch/sbox-issues#6705 https://files.facepunch.com/CarsonKompon/2024/October/28_13-38-MeagerIbizanhound.png
3 Days Ago
IsValid() wrapper for main asset browser instance
3 Days Ago
Fix path breadcrumbs not working outside of main asset browser
3 Days Ago
Pass cancelation token here Item editing Download item json
3 Days Ago
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3 Days 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
3 Days Ago
Fixed a crash with Panel:AppendText
3 Days Ago
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3 Days Ago
merge from halloween24
3 Days Ago
▋▊▅▆▌_▊▌▉▄_▋█▄█▅▅▋ -> ▍▊▉▇
3 Days Ago
Citizen/animgraph: improved turn poses (and enabled them) as well as standing shuffle
3 Days Ago
Don't hide compiled assets if no source file is available
3 Days Ago
▅▋▄▊█ ▍/▉ ▄▊▊▆▋ ▇▊▄▌ ▊▋█▆█▌▅▉▉ ▌▌▆▌▅▉ ▊▌▆▍▉▍▆▉▍ ▊▉ ▉▆▅▄▊▇▋ ▉▉▇▍█▅ ▇▊▉▅ ▊▅▆▆█ ▅▊▌▅ ▊█ ▍█▆▉ ▉▌▇▌██ ▅▉▉▆▉▆ ▋█▅▉ ▍█▄▌▋█ ▇▄ ▅█▅▉ ▊▇
3 Days Ago
- More logs - Call set tow id with detach
3 Days Ago
Re-implemented FilterAssetTypes in AssetBrowser and CloudBrowser. ResourceControlWidgets will now only show the selected resources Unify "Show In Explorer" icons in Asset Browser Don't show Games in the Cloud Browser. Don't include in type facet
3 Days Ago
Show 'open with' dialog if we can't open a file Set hammer material when selected (both in cloud and asset browsers) Moving selected facet dropdown entry fetches from current facet entries rather than copying
3 Days Ago
reduce root motion strength on dracula cape BC assets (visually feels about the same, but less likely to explode on vehicles)
3 Days Ago
- Additional Logs - Codegen
3 Days Ago
Don't show the menu path for custom assets' file type, just the title Add "Open File Location" shortcut for files in search results, meta locations etc. Tweak context menu icons.
3 Days 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
3 Days Ago
Tex2DBicubic uses generic hlsl, make DoF compositing use bicubic filtering, makes it look nice even at lowest quality https://files.facepunch.com/sam/1b2811b1/jXqgNeXnCK.png Explicit quality level for DoF
4 Days Ago
Focus Gap in world units and outside the shader
4 Days Ago
▍▌▅▉▍▆▄▄ █▍▍▌ █▇▄▊█ ▉▅▇▅██▄▉ █▆ ▄▄▅▌ ▄▋ ▍█▅▊▇ ▋▆▄ ▌▋▅ ▌▆▆▅▌▆█▌▊▇ ▅▉▇▄▍▉▍▍ - ▍▇▅▌▅▉▍▌▍ ▄▋ ▍▇▇▊▇ ▆▆ ▅▄▆▌▊▄ ▇█ ▌▌ ▋▊█▆▆▄▌ █▍▍▅▋▆▍▆▇ ▄▋▄ ▋▍▄▋▋ ▇▌ ▊▅▊▅▉▊▊▅ ▅▇▊▉ ▊▆█▅▇ ▇▄▇▌▇▉▇ ▍▉▇▄▍▊▌▋ ▌▇█ ▊▌ ▌▇█▅▄▌▍ ▊▉▄ ▋▆▋▋█▊ ▄▍▇▊ ▆▅▍▇▉▅ (██▍▊▇▌▌▆ █▍▊ ▆▋▉▉▋█▉▊ ▋▅ ▍▇▄ ▌▇▄▍▊▋ ▇▅▉▍ ██▊▌▋▍█ ▉▆ ▉▄▌▆ ▌▄▉▊█▋▋▄█▄)
4 Days 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.
4 Days Ago
Merge: from main Tests: none
4 Days Ago
Fix asset icons at 16x16, centre Use 16x16 icon for unknown files so that doesn't get cut off Pretty up file modified date, standardised w/ leading zeros so it's nicer in column view
4 Days 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.
4 Days Ago
API changes
4 Days Ago
Fix error from API change