255,370 Commits over 3,990 Days - 2.67cph!
Backup 2022/06/02 00:50:00 UTC
Flashlight / laser will stay on after holstering & taking your weapon out again + no more ghost flashlights
Only disable transfer protection for helicopters when the driver loads in
Fixed players being able to jump out of the locomotive trigger when on top
Added a box collider to augment the mesh collider on the main locomotive body. Sometimes the mesh collider on its own confuses satchel charges etc
Allow transferring helicopters between servers by flying them towards the island billboards (like boats)
Freeze the helicopter in the sky while it is transfer protected
thumb_up
16
thumb_down
10
Map vote menu shows your selected map
Improvements to map vote
Set up gibs on the locomotive
Some WIP workshop updating fixes
- Trains now ignore collision with the train track (the locomotive unavoidably collides with the track on anything but the smoothest terrain).
- Adjusted some locomotive colliders.
Allow players to noclip in server
More ferry movement improvements
Increased `fixcars` distance from 5m to 10m (helps with fixing large vehicles like locomotive)
Locomotive placeholder FX
merge main to release - RC
▆▅▉▅▇ ▌▄▉▅▋█▌ ▆▍▋, ▍▄▆ ▄▅▊▇▍ ▉▋▆▅ ▆▄ ▍▌▊▄ ▆▉▋▋ ▍▍▄▇▊▋ █▋█ ▆▄▄▅▋▇▌▉ ▆▍▅▍ █▄ ▊ ▋█▅▍ ▌▌▄
Backup 2022/06/01 18:50:00 UTC
Add Apply ViewAngles to strafe_trigger_teleport - makes player rotate with destination
Add config for mappers to disable stage speed clamps
Push trigger cleanup & touch consistency
WIP vegetation, interior changes, post process fix fix
Delete progressbar.lua
It is unused
fixed broken options menu ordering
Added math.SnapTo (Community)
Added icons and select fields for DProperty_Combo (Community)
Updated server browser recommendation icons (Community)
Added convars to unlock all bps and scale craft speed down
Redrawing of ping icons (#1845)
Fix trigger being stomped by base
Add hotkey display to Editor Tool Display for all tools
Added point light entity for use in the voxel editor
Change names
Merge branch 'main' into ui-redesign
Add math.SnapTo (#1888)
* Add math.SnapTo
* Formatting consistency & small typo fix
Added: Editable entity combo box can now use default selected and hav… (#1871)
* Added: Editable entity combo box can now use default selected and have icons
* Changed: Move icon check up
* Fixed: Not passing booleans to `vars.selected`
* Fixed: Selection operator working with nil/bool
Moved: Flag nest to the loop
* Added: Spacing before if-statement
* Fixed: IF bracket space
* Update prop_combo.lua
Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Added point light entity for use in the voxel editor
Fixed culling volumes + foam
Fix trigger being stomped by base
Add hotkey display to Editor Tool Display for all tools
DropToFloor now checks if the entity is inside world geometry - if it is, do not drop to floor. Should help with stuff ending up underground in certain places, such as NPCs on displacements.
Fixed spawnmenu trying to run empty concommands and erroring
TTT: Fixed a bug with weapon respawning and updated language files (Community Contribution)
Attempt to prevent Entities and Weapons spawning out of map bounds when spawned through Spawn menu (Community)
Fixed in-code documentation comment of table.CollapseKeyValue (Community)
Fixed Lua error with Super DOF when activating 5 second hide UI and reopening UI before the timer expires (Community)
Fixed toolgun ghost preview not clearing when switching away from the toolgun using the spawnmenu (Community)
add flags to weapon mod hash (fixes crosshair not updating when laser is turned on/off)
m39 viewmodel punch
added alternative ammo types to pump loadout for weaponstest
Fix entity spawning out of bounds (#1863)
* Fix entity spawning out of bounds
Fixes garrysmod-issues/issues/5028
* Don't edit trace result
Fixes code to avoid changing the trace result.
Removes the redundant OBBCenter() calculation, since it doesn't work until the entity is spawned.
Moves entities 2 units closer to surface when spawn position is being corrected, to avoid DropToFloor() moving the entity out of bounds.
* Make fix better conform to old behavior
Makes it so that the new spawn position is offset even when aiming at an entity, like before. Also cleaner readability
announcement modal styled