250,002 Commits over 3,959 Days - 2.63cph!
Fix IP blacklist sometimes affecting wrong servers
Now it compiles with SUPPORTS_GMOD_DT as well (oops)
GMod compiles without SUPPORTS_GMOD_DT
instant camera:
player anims
holdtype override
.entity updates
Disable auto pump, drop out of firing anim when out of pressure.
Added CNavArea.IsPotentiallyVisible( cnavarea )
Added CNavArea:IsCompletelyVisible( cnavarea )
Added CNavArea:IsPartiallyVisible( eyepos, ignoreEnt = NULL )
Added NextBot.IsAbleToSee( ent, useFOV = true )
Added NextBox:Set/GetFOV()
Added top neighbour sockets to roof prefabs
Root top and bottom line conditional model scripts support triangular roofs
Fixed broken (mostly Asia) translation text on conversation provider
source files:
mortar firework
Shader work, moved main functions into a .cginc to be used with the orb shader.
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Added latest water effect to watergun.
Increased water shader fill-speed lerp.
Dry fire when out of pressure or water
added a comment for future garry
water gun fixes, pump functionality changes, refill rate tweak.
Fixed hotloading not removing convars properly
player.EyeQuat()
Addons can use System.Numerics.Vectors
Fixed Math.ToDegrees/ToRadians
TestCommand spawns a chicken when player is looking
Don't show conditional wall corners on triangular walls
Triangular walls can be placed on both sides of a concave roof corner without turning into full walls
Can limit roof conditional models to square / triangle shape neighbours
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In case the push force outside trigger bug reoccurs, apply this fix
Added Quaternion class
Vector and Angle play nice with Quaternion
Added Entity.Create
Bind Entity.Set/Get position/angles
Player.EyeAng returns a Quaternion
Update cbaseentity.def
Fixed interop error when returning a managed class to managed
Fixed idiotic infinite loop in Vector3
Move RemoveInvalidEntities to a safer spot
Added Convar.RunContext - allows automatically passing special objects to console commands (like the calling player's entity etc)
final code gen / phases pass checks
fixed armored cockpit cost
tweaked laser scope attack for co-op
laser powerup/scope changes
dont show tips in tutorial
claw pattern timing change, etc
claw attack tweak
Added some splash effects to the side of the board when moving
Can add/remove/modify conditions via blackboard
Reduce car collision damage to players a bit
Increased armoured cockpit max HP from 500 to 700
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Increase brake force power and allow reverse throttle at 3m/s instead of 0.1m/s. Helps particularly with stopping while travelling forward down slopes.
Make sure we really never receive hurt damage outside of a hurt trigger by checking RemoveInvalidEntities() each tick. Made RemoveInvalidEntities more efficient.
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Added simple debug util timing functions
Fixed sunglasses overlay not activating if equipped in a slot after a priority overlay (nvg)