249,235 Commits over 3,959 Days - 2.62cph!
Fixed build not aborting if a test replay fails to load
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Removed dm map 1 + Added new map
Removed old the 1st dm map.
Added new map
Merge branch 'master' of sbox
Fixed possible NRE in InputInit() when watching co-op replay
Fixed exception when calling methods with a non-existent status effect
Fixed "dir" func for charged pattern using the wrong target player
Skip attempting ECS codegen on bullets with shouldOverrideStatusEffect
Fixed possible exception when saving test replays
fix missing sliders asteroid implode sfx
fix curseScope targeting wrong player
storm shot pattern sfx
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Use AddAngularVelocity for ragdoll blast force
Add PhysicsGroup.AngularVelocity and PhysicsGroup.AddAngularVelocity
Hammer: Update geometry when changing cable path type
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Hammer: Add UI for initial path tool settings (cable radius and offset by radius)
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Workshop scene rework - cleanup
Tweaked min/max sizes for birch and beech trees. They should be slightly bigger now
Reorganized temperate trees / oaks will no longer spawn in forests but only on fields / moved smaller trees into forestside folders
Include type field in smart alarm notification data
Add targetId and targetName fields to team login and death notifications
Cleaned up new spawn populations
Added a statistics screen when the game is over and fixed a prediction issue with The Hidden clinging to walls
cherrypicking
60334 L96 Specular setup
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Workshop scene rework - progress backup
Move Layout to Template
Restore support for property binds
Gamescreen uses @binds
Fixed SpawnHandler.Refresh not working right
Ensure that players return to the lobby round when there aren't enough players, and increased visibility of The Hidden as a placeholder for a heatwave effect
Fixed another issue with credits stage progress !redux_all
Missed CSS for hiding vitals when dead
Updated to new StyleSheet load system, added GetTeamPlayers method, added Spectator mode when players have died, hide vitals when dead, added test sliding code (experimental)
Restore panel template events, unfuck the code
Label and Button both has a Text property and a SetText method
GameScreen uses html events instead of AddEvents
Update .gitignore to allow players to use their Garry's Mod install to suggest changes easier. (#1774)
update .gitignore to allow players to make their gmod install use github repo code
SpawnIcon Re-Render all fix
Removed debug output from one of the Problem fixes
Limited sv_loadingurl to http(s)
Fixed Lua errors when searching addons using special symbols
Server Browser improvements
Made the "Future version" tag less visually prominent
Fixed up positioning of the inverse filter buttons for gm categories
Made the flag filters be per gamemode, not global, to avoid confusion and prevent "soft locking" the filters
Improvements to UGC thumbnails
Increased the size of the checkbox for addon sub selection, added some spacing for the addon name on the thumb to avoid accidental clicks when aiming for the checkboxes.
gmsave system improvements
Force disable point_viewcontrol entities on save load to avoid softlocking
Fixed loading a save from main menu not restoring the player position
Updated default checkbox style for Awesomium
Yucky fix, but the visuals now match modern Chromium and scale properly.
Added ENT:GetSoundInterests
Adjusted invisible physgun beam prevention
Made the "Future version" tag in the server browser less prominent
Re-add support for @ref and @ref.optional
Convert GameScreen to use a template
Adjusted the cl_weaponcolor safeguard against invisible colors
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Fixed the option to re-render all spawnmenu icons not working properly
CSpawnIcon::RebuildIcon(Ex) now clears its cached material like it did before
Fixed ClientsideRagdoll crashing if called too early