138,229 Commits over 4,324 Days - 1.33cph!

11 Days Ago
golf tee dressing
11 Days 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
11 Days Ago
- Fixed swap to driver popup not working
11 Days Ago
Create item for golf hole bucket - can now place it
11 Days 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
11 Days 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
11 Days Ago
ao tweaks
11 Days Ago
deployable golf tee initial setup
11 Days 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
11 Days Ago
Show phrase when swapping golf club type
11 Days Ago
Ensure mountable dies when dismounting from a ball
11 Days Ago
Missed file
11 Days 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
11 Days Ago
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11 Days 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
11 Days 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
11 Days Ago
Set power node fixes
11 Days Ago
Data cable icon updated
11 Days Ago
Apartment complex B / small and large greyboxes Added prefabs to the scene
11 Days 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
11 Days Ago
Add TriggerParent
11 Days Ago
Fix buoyancy submerged states being incorrect while batching. Slight perf improvement from no longer calling submerged callbacks for no reason. (thanks BlackLightning)
11 Days Ago
reduced size of cable heads in the viewmodel
11 Days Ago
set up 3p data cable
11 Days Ago
Add Construction component so the sockets actually work and add 2 extra window sockets
11 Days Ago
Support multiple TestParameterSource attributes Can now have more than one parameter source per test, they get combined
11 Days Ago
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11 Days Ago
Biome experiments / backup
11 Days Ago
data cable viewmodel setup, model name changes
11 Days Ago
Basic worldmodel tests, already catches 30+ misconfigured ones
11 Days Ago
Add sockets for doors and a window to the trailer
11 Days Ago
- New Iron position - New Driver position - Better hand IK positions
11 Days 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)
11 Days Ago
Codegen
11 Days Ago
Scale trailer hackweek entity by 2.5x
11 Days 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
11 Days 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
11 Days Ago
Added data hub item, acts as a data combiner - 3 inputs 1 output
11 Days Ago
exported golf swing anims
11 Days Ago
11 Days Ago
Plugged the viewmodel prefab in
11 Days Ago
Folder cleanup
11 Days Ago
Fix clientside golf ball being returned to the server
11 Days Ago
Data cable world model and view model prefabs. Assigned new world model to item.
11 Days Ago
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11 Days Ago
Feedback changes: - Inverted A + D for walking - Reduced putting max by 50%
11 Days Ago
Revert golf ball mountable and golf ball back to what they should be
11 Days Ago
- Remade golf hole and animator - Fixed merge issues - Regen manifest - Fix folder issues
11 Days Ago
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.
11 Days Ago
Updated UpdateLookingAt to ignore IO entities that arent matching the wiretool type you're holding Way easier to wire chips when holding the ethernet tool, and chips cannot block electricity wiring