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

Yesterday
Added Catapult Explosive Ammo Blockout Model
Yesterday
Set rotation on start
Yesterday
Expose Friction on Collider (we can add them all but this is all I need right now)
Yesterday
navbar snippets
Yesterday
navbar styles and beginnings of input
Yesterday
Balloons adjustments
Yesterday
added TowConfig prefabattribute that's retrieved and combined between two objects when towing begins - combines to the most restricted settings of both configs (a towing object may allow free rotation on an axis that the towed object may need to restrict)
Yesterday
Clean up node creation menu types, add a description of each class Clean up FindAllReflectionNodeTypes Clean up EventSystem.Run * Avoid repeated logic * Aggregate exceptions * Make sure all actions run Fix AreParametersActionGraphSafe with delegate parameters Validate event method parameters in RunEventNodeType
Yesterday
cars ticking tow attachment properly and handling detaching
Yesterday
Level select menu + map res balloon prefab
Yesterday
adjusting layering and position of towing anchors and triggers
Yesterday
Calculate gtao depth and normals properly, use inverted depth for gtao
Yesterday
missing pages
Yesterday
Reduced AO on catapult trims
Leaderboard backup, run #14525
Yesterday
Show vending machine names in the F1 UGC panel
Yesterday
Remove unused SpeculativeContact stuff
Yesterday
Deleted underwater_divesites scene folder, all divesites now use a prefab based workflow
Yesterday
Added Fishing SFX First Pass on Fishing Minigame Updated SpriteTools Updated Fishing Minigame, now has results state. Difficulty varies a bit more. https://files.facepunch.com/CarsonKompon/2024/October/08_22-32-MatureAmericancrow.mp4 Added a ton of different fish with different rarities Fixed Item imgs not being contained properly, ParsedLabel has default formatting
Yesterday
Applied a force include SceneToPrefabTag to the rocks root in most affected monuments (rocks were being ignored by HLOD because their root was below the cutoff for HLOD generation) S2P Trainyard, Arctic Research Base, Satellite DIsh, Powerplant, NMS, Military Tunnel, Lighthouse, Harbor 1
Yesterday
More accurate HLOD warnings for renderer setup issues (missing materials, mismatched submesh counts, etc) Fixed "Create HLOD" button on HLODBounds component reusing previous bakes
Yesterday
Revert radtown scene to version from radtown_fixes, has more up to date fixes
Yesterday
NRE fix in SpriteEditor Preview when no icon exists
Yesterday
Parent merge
Yesterday
Merge from main
Yesterday
Merge from radtown_monument_fixes
Yesterday
Backups
Yesterday
Added a ServerTick method to HeldEntity, called when the player is holding it Added server side shield positioning to approximately map where the shield will be on the server to match the client (as held entities just get parented to the root on the server but we need accurate positioning for this) Shields can now take hits from server side projectiles like auto turrets and NPC's
Yesterday
magnum ragdoll zombie attack anim soldier melee anim collider changes
Yesterday
Clothing Update
Yesterday
Added CanFish to ItemResource. Items can be found randomly from fishing. Bobber now has a quick animation when there's a bite. Clicking during the timer will initiate catching state. https://files.facepunch.com/CarsonKompon/2024/October/08_18-19-WarmSalamander.mp4
Yesterday
Load sound settings on start
Yesterday
Updated Fishing Rod sprite to include the bobber, updated LineRenderer to match line colour in sprite/palette Create Sprites for a bunch of fish/fishing loot Created SpriteResources for all the fish Added ItemResource.IsSubstituteFor. Allows all grass types to be used for the same recipe Relic now adds itself to your Journal upon the first use Improved Fishing Rod visuals and made it more cohesive to the artstyle
Yesterday
Remove overriding SkyIndirectLighting to false in hammer maps, a lot of public maps are built without lighting and rely on IBL to have ambient lighting, we don't have a good way to tell if a map has baked lighting on MapLoader, better to just keep this on and let artist elect if they want IBL lighting by themselves
Yesterday
Add Surface.RollingResistance https://files.facepunch.com/layla/1b0811b1/sbox-dev_JICzg1spr4.mp4
Yesterday
Added ballista seat, prefabs setup
Yesterday
Fix Tile NREs in Dev scene Adjust island layout, add more Relics Adjust player layer distances/visuals Added Fishing Rod & Fishing Skill. Fishing rod will place bobber at fishing spot and draw line to it. Animations for casting/reeling.
Yesterday
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Yesterday
Obsolete Surface.Dampening, unused, never has been
Yesterday
Reduce saverestore buffer to 12M to match x86-64 Don't display "Vehicle X has invalid wheel attachment" for airboat Use localization strings for Legal tab in Options Also moved all gmod-specific strings to garrysmod_english.txt, from gameui_english.txt Code cleanup
Yesterday
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Yesterday
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Yesterday
Localization Support for Options (#2129) * Localization Support for Options - Legal * Add files via upload
Yesterday
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Yesterday
viewmodel updates
Yesterday
Reduce wolf flee speed
Yesterday
Fix legacy wood piles and some divesite props meshes not being readable, causing navmesh to complain when building
Yesterday
Ballista prefab setup, code baseline
Yesterday
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Yesterday
Don't run stepper unless we're walking Snap velocity to travel direction Disable collision sounds Make player feet super frictiony