223,826 Commits over 3,684 Days - 2.53cph!

Yesterday
merge from ai_zone_leak
Yesterday
merge from full_serverside_fall_damage_clean_diff
Yesterday
merge from auto_map_upload
Yesterday
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Yesterday
viewmodel prefab - set shell root object on vm script
Yesterday
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Yesterday
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Yesterday
player update. exported/set up ak47 anim set
Yesterday
Removed DoorController redundant slot code
Yesterday
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Yesterday
Unhide sv_maxunlag convar Minor adjustments to server browser filter UI You can now click the filter text to tick the checkboxes Fixed ENT.PhysicsSounds defaulting to true Added physcannon_instant (defaults to 1) Exactly as it sounds, makes the gravity gun be able to be used instantly after switching to it, bypassing deploy animation (and sv_defaultdeplyspeed) This default value preserves the original HL2/GMod behavior Fixed normal combine soldiers with shotguns having their skin set to the shotgunner one Reset ammo types on map shutdown as well & Cleanups Remove more dead code Explicit default value to GetMemberBool because it is defaulting to true(??) Workaround animation event IDs on listen servers being set to "invalid" values Ability to auto join full servers when they get a free slot https://files.facepunch.com/rubat/2024/April17-7-UnwittingManta.png The selected updates every 10 seconds now. Ability to add servers to favorites by IP https://files.facepunch.com/rubat/2024/April17-11-PinkIvorybackedwoodswallow.png Make new vgui.Create errors non halting Because of course mods are already doing silly stuff. Fixed Lua being able to make the main menu black on disconnect Fixed a warning about "Invalid texture id -1" on disconnect Fix certain detail props not rendering on maps with more than 65k of em Move some hardcoded values of weapon_fists to SWEP.* variables Merged some pull requests * Updated TTT Russian localization * Micro optimizations with weapon_base & GM:DrawDeathNotice * Fixed some typos in FGD and Lua comments Update some more spawncions for consistency Alternative fix for traces not hitting transparent displacements Better consistency with brushes that use same materials - does not cast shadow and traces hit them Fixed toolgun ghost entity fading out in singleplayer on some maps Added vgui.GetAll() Returns only Lua created panels. Used to fix PANEL:PreAutoRefresh() and PANEL:PostAutoRefresh() not working Fixed some crashes with DSPs
Yesterday
DoorController prefab: new sockets, updated lights
Yesterday
Converted DoorController to use Socket_Specific instead of the legacy code lock socket system Added support for bone parenting on Socket_Specific
Yesterday
Travelling vendor can now be spawned via console command Seeks out first road to move to Acceleration added
Yesterday
VR: Hide menu when in-game
Yesterday
Added `ENT.PhysicsSounds` for `anim` type SENTs If set to true, re-enables physics impact sounds for the entity Spawnmenu one click addon spawnlist generator https://files.facepunch.com/rubat/1b1211b1/CPZbdPPd9F.png Fixed IMaterial:GetKeyValues sometimes returning nothing on srcds Material() now precaches the material, but only if it is not already precached. Fixed a crash to do with static props when they change models I.e. when a static prop goes from error.mdl to a more complex one. Minor: Init variables used in IMaterial functions
Yesterday
Fall override
Yesterday
Fixed some crashes with DSPs
Yesterday
VR: Keep track of whether we want new poses or not VR: don't use explicit timing, causes issues w/ sync and latency
Yesterday
M4A1 normal fix
Yesterday
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Yesterday
Fall trigger
Yesterday
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Yesterday
Reposed Burlap Trousers, Burlap Shirt and Burlap Shoes to match updated player rig
Yesterday
Re-use ActionGraphs when cloning / instantiating prefabs Fixes Facepunch/sbox-issues#5374
Yesterday
Fix old sky material ref in code
Yesterday
Setup junkpile AIZs as virtual and assign in spawners.
Yesterday
WIP use ActionGraphCache when cloning / instantiating prefabs Got rid of LinkSource, use nested nodes instead Fix remapping scene.ref nodes on cloned game objects Use DisplayInfo.Hidden in node menu Fix scene reference gizmos
Yesterday
merge from io_entity_snapping/fixes/2
Yesterday
merge from fix_ping_estimate_log_spam
Yesterday
merge from fix_storage_adapter_blocking_looting
Yesterday
merge from fix_external_wall_snapping
Yesterday
merge from fix_last_valid_position_sleeping_bag
Yesterday
Fixed industrial splitter snapping offset
Yesterday
Delete these too (colorscript)
Yesterday
merge from roulette_random
Yesterday
reapplying 96139 roulette_random
Yesterday
Removed materials/skyboxes that aren't ours
Yesterday
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Yesterday
player update. m39 anim set edited and holster position set
Yesterday
Use DisplayInfo.Hidden in node menu
Yesterday
Localization now lives in its own folder at the root of a project, instead of "Assets\.localization" - Publishing a project will pick up this folder automatically - All you should need to do is move your .localization folder to the root of your project, and rename it to "Localization" Move menu localization files
Yesterday
Yesterday
Start using DisplayInfo.Hidden
Yesterday
raised rmr added to M4 also added to asset party
Yesterday
Use a point destination as a target instead of just going forward
Yesterday
Update dev materials using correct shader