193,482 Commits over 4,079 Days - 1.98cph!
* Updated Utilities tab in spawnmenu with new menus and options
* Added preset support to all Utilities menus
* Added a "Quick Preset" button for easier/more visible access to creating custom presets
Updated gmod_effects to include an infinite duration smoke particle effect
Automated Linux DS Build #677
Rocket factory site / warehouse / roof units textures
Automated Linux Build #677
Panel.SetOpenLinksExternally for menu-state
ready for a steam build?
Added a warning for when ents.Created is called before InitPostEntity
Fixed "Gameobject is not a root in a scene" kick
Player controller raycasting improvements
Fixed NRE in ConsoleSystem+Arg.HasPermission
Starting cave prefabbed, synced to both testbox and island1
Consideration wrapper validation ensures we don't have bad contribution values
Animals should fight back now
Grab rotation, tilt and zoom from camera position transform when exiting cave
Camera transition fuckeries
Show wearable item views when we drop them
SmartObjectParameters removes any null interaction wrappers
Wearables can be taken off, bunch of data
Don't bother evaluating triggers that have no listeners
Deleted a blank stat trigger causing some log spam
Limited server's ability to call convars on clients
Fixed being able to drop items between icons
Cleaned community ui test
Cleaned community ui test
Added nav_wait cvar (default true)
Added nav_disable cvar (default false)
reverted the values in the ground blend material
Builds with chromium disabled work
Panel.GetHTMLMaterial doesn't return anything until first successful material load (Awesomium support)
Gracefully handle unexpected destruction of CefBrowser
Fixed errors that were preventing correct startup. Probably still super buggy but everything spawns now.
All compiler errors fixed, actually running it still broken.
Moving client-only deserialize methods into client+server space, to handle level load deserialization on server. Lots of compilation errors right now.
- Control whether server loads saves or not in editor mode, via WiseGuysTools.
- Allow NPCManager and VehicleManager to base their init actions on whether the level is new or loaded from a save.
- Let vehicles save.
camera line of sight check uses head height
let's not use delta time for the camera controls
Merge vehicle fixes from trunk.
Wreckage collider for players, and nav obstacle on wreckage for NPCs
Fixed vehicle wreckage appearance to work with Paul's new meshes
re-exported default truck 4 with parented anchorpoints
parented truck parts to anchors and reexported
Ignore Cooking::cook/createTriangleMesh error
added a normal check to the camera raycasting fuckery
Merging in the latest from Main.
added truck anchorpoints
fixed grill and handles being paintable
set all cosmetic pivot points to anchorpoint's pivots