239,531 Commits over 3,837 Days - 2.60cph!

4 Years Ago
added a comment for future garry
4 Years Ago
water gun fixes, pump functionality changes, refill rate tweak.
4 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
4 Years Ago
Don't show conditional wall corners on triangular walls
4 Years Ago
Triangular walls can be placed on both sides of a concave roof corner without turning into full walls
4 Years Ago
Triangular wall typo fix
4 Years Ago
4 Years Ago
Can limit roof conditional models to square / triangle shape neighbours
4 Years Ago
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4 Years Ago
merge pumping
4 Years Ago
In case the push force outside trigger bug reoccurs, apply this fix
4 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
4 Years Ago
Move RemoveInvalidEntities to a safer spot
4 Years Ago
Added Convar.RunContext - allows automatically passing special objects to console commands (like the calling player's entity etc)
4 Years Ago
merge from main
4 Years Ago
final code gen / phases pass checks
4 Years Ago
fixed armored cockpit cost
4 Years Ago
4 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
4 Years Ago
Added some splash effects to the side of the board when moving
4 Years Ago
another re-export
4 Years Ago
re-exported models
4 Years Ago
Can add/remove/modify conditions via blackboard
4 Years Ago
Reduce car collision damage to players a bit
4 Years Ago
Increased armoured cockpit max HP from 500 to 700
4 Years Ago
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4 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.
4 Years Ago
Make sure we really never receive hurt damage outside of a hurt trigger by checking RemoveInvalidEntities() each tick. Made RemoveInvalidEntities more efficient.
4 Years Ago
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4 Years Ago
Added simple debug util timing functions
4 Years Ago
Fixed sunglasses overlay not activating if equipped in a slot after a priority overlay (nvg)
4 Years Ago
reduce modular vehicle horn volume
4 Years Ago
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4 Years Ago
additional skins
4 Years Ago
Remove terrain-type based damage, add a new Collision damage type which propagates to other car modules but doesn't count as an attack.
4 Years Ago
moving active belt item holsters it
4 Years Ago
updated hostile icon
4 Years Ago
make sure modular vehicle horns don’t hold on to refs to recycled sounds (horn timeout disabled for now because of this) slight tweak to where/when bradley engine loop init is called
4 Years Ago
vm water gun - Added anims tweaked shape of cable clip in model added bone for animation re-positioned viewmodel animator changes
4 Years Ago
4 Years Ago
Added 30 degree concave corner support
4 Years Ago
Yet another waterjet candidate
4 Years Ago
Replaced "Bad field in entity!!" warning with a far more descript one
4 Years Ago
Replaced usage of "Physgun" and "Physcannon" with "Gravity Gun" in the .fgd files used by Hammer to avoid confusion between GMod's physgun and the gravgun
4 Years Ago
Added SF_PHYSPROP_IS_GIB, SF_PHYSBOX_ALWAYS_PICK_UP, SF_PHYSBOX_NEVER_PUNT, SF_WEAPON_START_CONSTRAINED, SF_WEAPON_NO_PLAYER_PICKUP and SF_WEAPON_NO_PHYSCANNON_PUNT enums (all shared)
4 Years Ago
Gravity gun now respects SF_PHYSBOX_NEVER_PUNT, SF_WEAPON_NO_PHYSCANNON_PUNT, SF_PHYSBOX_ALWAYS_PICK_UP, SF_PHYSBOX_NEVER_PICK_UP and SF_PHYSPROP_ALWAYS_PICK_UP spawnflags like expected
4 Years Ago
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4 Years Ago
audio.printenginesounds debug console command
4 Years Ago
More layer fixes Baked billboards for mormon tea bushes Tweaked LOD distances
4 Years Ago
Managed class fixes Fixed passing managed class from native to managed