241,210 Commits over 3,867 Days - 2.60cph!

Today
Main Menu update and scene updates
Today
Fixed error when deleting a folder with demo shots inside
Today
Camera recording convars now only save pos/rot/scale and fov changes in the resulting animation file
Today
Hemp slightly more neon for visibility
Today
selected panel more hud; can only select root gameobjects drop gun button
Today
ForceDetailColour script now defaults to white with 100% alpha
Today
SaveShotFolderAsAnim command now accepts a string parameter, if provided only shots in the provided folder will be saved. Passing no string will save shots in the root folder Added SaveAllShotsAsAnim, exports all shots regardless of folder
Parent merge
Today
Remove odd components
Today
Camera intro text
Today
Intro Cutscene
Today
Configure a bunch more prefabs & configure important vs unimportant ports Fix water IO ports not working
Today
Fixed shield inputs being processed while inventory is open Fixed shield deploying when it shouldn't if the shield was placed in the backpack slot while an incompatible held entity is equipped
Today
Fixed holstered shields parenting to the spine bone with a 70m offset
Today
Colliders use the target world of rigidbody to work out the local shape transform, more reliable than using the physics body transform
Today
Scene Update
Today
Item icons
Today
Wooden shield variant setup
Today
Scene Update
Today
Check for changes internally for physics body SetPosition and SetOrientation, setting them wakes up the body and moves proxies so only set them on change
Today
Set up improvised shield prefab variants
Today
Merge from main
Today
Fix isUpdatingFromPhysics not being set back to false
Today
TowingAttachment compile fix
Today
Ballista aiming logic wip Added a setting for mountables to override player eyes rotation
Fixed NRE when loading world without KeepOwnership
Today
Gizmo camera
Added Wrench and Repairing Skill. Wrench repairs stations that have taken damage. Auto-Miners and Auto-Collectors slowly deplete their health, and need to be repaired. Added KeepOwnership Component which retains the owner of a placed Tile using ISaveData Updated fishing chances Increase Wrench Cooldown
Today
Adjust base collectable gizmo hitbox
Today
High priority ports will show regardless of being marked as "main power"
Today
Reposition industrial conveyor electrical ports so power in & out is on top & sensor outposts are on the bottom - did while marking direction of each port
Today
Don't include triggers in mass calculation, rebuild mass when trigger property changes Fix CPhysicsShape::SetMaterial likely not rebuilding mass properly
Added Auto-Collector Adjusted default audio ranges Added BurnEffect. Some enemies can burn in daylight. Don't get XP for enemies that don't die to your hands. ItemDrop Collector fix Fix Fire Particles not shrinking/despawning Added Autonomy Skill Added Generic Fish item + Cooked Fish. Fix Craftable check to check up the UpgradesFrom chain Added Brewing Stand and Brewing Skill
Today
Mark certain IO ports as higher priority, only show the important ports by default - main input, output & passthrough power considered important by default - `io_arrow_mode` convar to control behavior
Today
Optimized the crap out of Large Furnace lighting, with close proximity placement spam in mind. No shadowcasters needed anymore and should also fix bounding box smoke flickering.
Today
work on main menu, fixing some vmdls, logo update, knewave font
Today
Bump up log level of native warnings
Today
Feedback and polish on catapult and textures
Today
Print more user friendly error when we try and fail to load vpk of an uncompiled map, don't piss out searchpath debug anymore Show inspector hint when an assigned map is uncompiled https://files.facepunch.com/solw/2024/October/09_19-20-JumpyOropendola.png
Today
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Today
Bump `cvarlist` buffers from 128 to 1024 Use the #classname for Sandbox editors and Bouncy BALL Localize stuff added by game_hl2.lua (Partially Community Contribution) Fixed a crash to do with teleporting constrained entities Removed unused variables in Problems panels Pull Requests * Use localization strings for GMod-specific keyboard settings * TTT: Updated Turkish localization * Use 4 number overload of surface.SetDrawColor in base game for performance Tooltips for vehicles in spawnmenu akin to those for SWEPs, SENTs Resistance turrets only set the 2 valid skins (was trying to use 4) Localize NPC and Vehicle spawnmenu tab entries Added Resistance Turrets to spawnmenu if Episode 2 is mounted Adjust "Prison Guard" localization strings Also remove unintentional changes Fixed wrong translation string used in recent changes (oopsie) Fixed a few more potential crashing issues Fix a lag issue to do with spamming certain packets to the server from client
Today
Merged ghostanim.mdl and blackout.mdl Instead of doing a hack for Episode 1, just merge all these models from all the half-life 2 games, and including portal 1 Episodic Poison Zombie model with fixed animation events Advisor episodic model hack The models are too different to be merged, so we swap the ep2 one in, on spawn Episodic combine_intmonitor props with extra skin gmad.exe allows .vtx files again Try writing current git branch to garrysmod.ver Added color input/kv for `func_water_analog` Episodic headcrab models They have ceiling animations for ep1 + lamarr merged model Fix missing Ladder.WoodStepRight/Left soundscripts (ep2) Merged gman model Remove missing skins from certain PHX props concrete_barrier00.mdl concrete_barrier01.mdl box_torpedo.mdl box_amraam.mdl Minor code cleanup Jalopy model with adjusted correct suspension travel
Today
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Today
func_smokevolume removes particles when dormant Always enable loading screen for the `map` concommand Mount floating .GMA files before fetching info about subscriptions So they load in time if launching the game with +map Don't try to enable loading screen on linux srcds (compile fix) Restore some more HL2-specific gamerules behaviors sk_plr_health_drop_time sk_plr_grenade_drop_time sv_robust_explosions Entities that block radius damage, don't block it on themselves Do not hide servers with OOB data, clamp the data Do not hide the server from master server if sv_lan is 1 This causes LAN servers to be invisible to the LAN tab in the server browser, which is a regression. Mention `hide_server` convar in sv_lan's description. Fixed a Linux crash with sv_showlagcompensation (hopefully, most likely) Fixed Entity:ManipulateBoneJiggle type `2` non functioning Mention valid sample rates in "Invalid sample rate X for sound Y" warning Unblock 'mp_flashlight' in menu state Autorefresh weapons in spawnmenu Changing weapon info (including adding a new weapon) will update the weapon in spawnmenu automatically. Remove respawn_entities concommand We have gmod_admin_cleanup Pull Requests Fixed Lua error in TTT introduced by a previous PR Improved TTT's Spanish localization Micro optimization for GWEN.CreateTextureBorder and related functions Only drop physics gun held props from Lua Episodic models for Combine Dropship and Mossman They should contain all animations for all 3 games.
Today
DDraw arrows in & out of IO ports when looking with a wire tool
Today
Show IO port direction as an arrow instead of a line in the editor gizmo
Today
Configure a direction for every IO port for every deployable IO entity
Today
Mount folder addons before Workshop system
Today
tweaks