250,002 Commits over 3,959 Days - 2.63cph!

5 Years Ago
Fix IP blacklist sometimes affecting wrong servers
5 Years Ago
Now it compiles with SUPPORTS_GMOD_DT as well (oops)
5 Years Ago
GMod compiles without SUPPORTS_GMOD_DT
5 Years Ago
instant camera: player anims holdtype override .entity updates
5 Years Ago
skin approval
5 Years Ago
Disable auto pump, drop out of firing anim when out of pressure.
5 Years Ago
Added CNavArea.IsPotentiallyVisible( cnavarea ) Added CNavArea:IsCompletelyVisible( cnavarea ) Added CNavArea:IsPartiallyVisible( eyepos, ignoreEnt = NULL )
5 Years Ago
Shader tweaks
5 Years Ago
Added NextBot.IsAbleToSee( ent, useFOV = true ) Added NextBox:Set/GetFOV()
5 Years Ago
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5 Years Ago
Shader property setup
5 Years Ago
Added top neighbour sockets to roof prefabs
5 Years Ago
Root top and bottom line conditional model scripts support triangular roofs
5 Years Ago
Fixed broken (mostly Asia) translation text on conversation provider
5 Years Ago
source files: mortar firework
5 Years Ago
Shader work, moved main functions into a .cginc to be used with the orb shader.
5 Years Ago
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5 Years Ago
Added latest water effect to watergun. Increased water shader fill-speed lerp.
5 Years Ago
Dry fire when out of pressure or water
5 Years Ago
added a comment for future garry
5 Years Ago
water gun fixes, pump functionality changes, refill rate tweak.
5 Years Ago
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
5 Years Ago
Don't show conditional wall corners on triangular walls
5 Years Ago
Triangular walls can be placed on both sides of a concave roof corner without turning into full walls
5 Years Ago
Triangular wall typo fix
5 Years Ago
5 Years Ago
Can limit roof conditional models to square / triangle shape neighbours
5 Years Ago
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5 Years Ago
merge pumping
5 Years Ago
In case the push force outside trigger bug reoccurs, apply this fix
5 Years Ago
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
5 Years Ago
Move RemoveInvalidEntities to a safer spot
5 Years Ago
Added Convar.RunContext - allows automatically passing special objects to console commands (like the calling player's entity etc)
5 Years Ago
merge from main
5 Years Ago
final code gen / phases pass checks
5 Years Ago
fixed armored cockpit cost
5 Years Ago
5 Years Ago
tweaked laser scope attack for co-op laser powerup/scope changes dont show tips in tutorial claw pattern timing change, etc claw attack tweak
5 Years Ago
Added some splash effects to the side of the board when moving
5 Years Ago
another re-export
5 Years Ago
re-exported models
5 Years Ago
Can add/remove/modify conditions via blackboard
5 Years Ago
Reduce car collision damage to players a bit
5 Years Ago
Increased armoured cockpit max HP from 500 to 700
5 Years Ago
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5 Years Ago
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.
5 Years Ago
Make sure we really never receive hurt damage outside of a hurt trigger by checking RemoveInvalidEntities() each tick. Made RemoveInvalidEntities more efficient.
5 Years Ago
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5 Years Ago
Added simple debug util timing functions
5 Years Ago
Fixed sunglasses overlay not activating if equipped in a slot after a priority overlay (nvg)