239,713 Commits over 3,837 Days - 2.60cph!
Physgun glow/beam will no longer render in 3rd person if the weapon itself is hidden
Add PlayerCheckLimit hook (#1329)
* Add PlayerCheckLimit hook
* Call hook with limits also
* Maxcount should be after count
Also message about limit hit with hook results like regular code path
* rid of the whitespace
Co-authored-by: Python1320 <Python1320@users.noreply.github.com>
Community Contributions:
* Reduced minimum width for rope based constraints to 0.2, from 1
* Added GM:CanUndo hook
* weapon_fists now obeys the phys_pushscale convar
Fix up PR#1623
This happens EVERY TIME
* Call the hook after undo Owner fix
* Apply the Owner fix to undonum
* CanUndo only gets the last undo in CC_UndoLast, not the whole table
get rid of the unnecessary whitespace
Use GetText over GetValue for OnEnter
Add hook GM:CanUndo (#1623)
* Add hook CanUndo
Return false to prevent undo
* Fix behaviour when CanUndo returns nil
Unrestrict thin ropes. (#1043)
* Unrestrict thin ropes.
* Use math.min
* clamp to 0.2, that's plenty thin
Co-authored-by: Rubat <robotboy655@facepunchstudios.com>
Renamed foundation steps to steps and updated desc
dtextentry: pass the current value through OnEnter (#1576)
idk why this wasn't a thing before
Co-authored-by: Nathan S <nsinvisblemarions@gmail.com>
Added a Clan struct. Implemented most primitive clan functions
Merge pull request #437 from naomiEve/clans
Steam Clans support
Add phys_pushscale to fist force (#1289)
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Community Contributions:
* Typo fix for gm_save console message
* Fixed cvars.AddChangeCallback's identifier not working as intended
* TTT: Fixed an incorrect comment
Mass resize/re-render in spawnmenu
Delete physics of Toolgun ghosts
Disable "drive" option for jeeps
Replacement HTML for gui.OpenURL w/out Steam Overlay
Fixed Overlay and Motion Blur not working with "poster" well
Fixed 1px gap with certain settings of Toy Town effect
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Unlock both square and triangle versions of the floor grill and ladder hatch with a single research
ItemBlueprint has additionalUnlocks list to unlock items other than the item they belong to
Typo fix (#1681)
It's "requested" not "requrested".
Fixed cvars.AddChangeCallback identifiers not being unique (#1679)
Fixed a memory leak when decompressing BSP PAK (Lump 40) files
[D11] Stop receiving voice data for far away players
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[D11] Clamps receiving of voice stream data to within a 15 meter radius of the player
▇▄▉▅▋▅ ▇▍▄ ▅▌▆▆█▉ ▊▅▄▉▌▉▅ ▇▆▄▄▍▊▉ ▋▄ ▅▌█▋▋▅▆▇▉▆▌▅▅▋▍▊▉█ (█▄ ▄▍▌▉▅ ▋▇▄▊▅▋ ▇▇▄▊ ▇▌ ▋▌▉▌▋▍▉▊ ▄▅█▄▇█ ▆▄▋▄▆▄ ▍▉▄ ▌▆ ▋█▉█▌▄▅ ▊▌▌ ▊▍▅▇▍▆▍▅▉▌▍ ▆▊█▆▊▄ ▇▇ ▌▅▋▊ ▊▄▉'▍ ▅▅▄▇█▉▉ ▊▅▉ ▋▆▋▍██▄▆ █▋ ▄▅▆▄▋▆ ▍▊▌▇▉▇)
Added floor socket to triangle spiral stairs to remove the conditional model when a floor is next to the stairs
ModelConditionTest_SpiralStairs now handles both square and triangle spiral stairs, removed ModelConditionTest_SpiralStairsTriangle again
▋▅██▇ "█▄█▊▄▉▌▆ ▍█▌▌▆█/▊▅█▌▆▋▅ █▋▋▇▍▇▊█ ▊▊▊▆▌▌▍▄█▌▆ ▇▊▉▅▄▊" ▊▋▆▍ ▆▇▆▋▆▄▆
Switch ClientOnEnable with OnParentChangingClient
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▆▍▇▉▅: ▇▇▍▉ ▇▇▉ ▋▋▆▅█▅▌▍▍
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▄█▄▋▄▌ ▋▌▋█▄ ▆▌▉ ▍▌▉▋▉ ▇▅▆▉▉▄.
resized onion emoji
both players can push turret
claw boss movement fixed for 2player
xulgon revenge bullets look for both players
added methods for getting status levels of >1 player
Added separate client and server entity worlds for a clean separation of logic in the editor
Add [ServerSystem] and [ClientSystem] attributes to control systems that are only required in a specific build
Added some slight randomisation to the push liquid invoke so all barrels on a server load aren't pushing their contents in the same frame
Added a check to prevent IOEntities getting stuck in the UpdateOutputs queue repeatedly for a frame (was affecting liquid entities in some cases and causing processing to take 1ms)
Added some profiler samples to the IOEntity queue to help identify
Fixed laser detectors not detecting vehicles
Reworking mounting criteria again
-Assign hotspots to seating modules with a width and height
-Checks z axis so player can't mount car from above (which was rejected on the server anyway)
Work on getting simple button binds to not allocate
Converted the 10 trillion different footstep/jump/land for each splat & shoe type so they use nested prefab effects. Makes them managable to edit.
Added a callback to OnItemAddedRemoved in VehicleModuleStorage and update lock state in that as well as the fixed update
Fixes modules getting stuck in locked state if removed from vehicle too quickly after removing parts
Update protobuf codegen - Dispose will now throw if ShouldPool is set to false