249,291 Commits over 3,959 Days - 2.62cph!

4 Years Ago
Delete code to clean up old updates (not needed since SDK 39 + caused OTA updates to break for Android) Merge branch 'master' into ui-changes
4 Years Ago
Delete code to clean up old updates (not needed since SDK 39 + caused OTA updates to break for Android)
4 Years Ago
Remove prefix restrictions from IsValidModel
4 Years Ago
Tooltip map name
4 Years Ago
shatterglass materials/textures
4 Years Ago
senses only get updated if an active state event needs them, capped to an interval. senses memory stores a separate list of player-only entities. player detected event now takes a % of max range as parameter, not a distance.
4 Years Ago
Added "decalSpecularExp" to sheet.h so decal sheet will build
4 Years Ago
decalstests
4 Years Ago
AIBrainSenses. Added senses to brain. Pass senses to events.
4 Years Ago
Created IRuntimeAsset (this is bad naming, review) SoundEvent now an IRuntimeAsset, so static definitions get full name and are created at loadtime
4 Years Ago
Notification menu category styling
4 Years Ago
Merge from voiceprops
4 Years Ago
Compiled sounds Added JsonToKeyValues3 to EngineGlue Added Entity.EmitSound Create keyvalues3.def Create soundeventmanager.def WIP can define sound events in code
4 Years Ago
Studio models now initialise their contents when creating a physobj
4 Years Ago
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4 Years Ago
WIP Satellite dish level refresh
4 Years Ago
A bunch of Rust sounds Deleting these soundstacks Deleting these soundevents Add soundstacks_hlvr_core to the manifest
4 Years Ago
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4 Years Ago
Glass and decals didn't play nicely on taxi module (spaced out from the renderer, sometimes wrong angle, all decals were cleared together even on the stronger glass front that hadn't broken yet). Changed glass physic material (sic) to Generic to remove decals.
4 Years Ago
Merge TaxiModule -> Main
4 Years Ago
fixed taxi roof collision
4 Years Ago
Allow cars hitting road signs to keep most of their velocity if the sign is destroyed on the next tick
4 Years Ago
Adjusted phonebooth road offset (was 1.2, now 1.5) to move further away from roadsigns
4 Years Ago
Bespoke dressing for new junkyard
4 Years Ago
Show incoming call number on the ringing and call in progress UI states
4 Years Ago
Merge from main
4 Years Ago
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4 Years Ago
WIP Crane change
4 Years Ago
Applying TerrainFetch results to cliff.
4 Years Ago
Fix kick button not working from rear seats module
4 Years Ago
Move client method
4 Years Ago
- Added support for conditionals based on module exact match, rather than just module type. - Added support for storage module sub-entities to be conditional themselves. - Used the above new features to no longer show the dropbox or kick button if one taxi module is behind another.
4 Years Ago
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4 Years Ago
Finished northwest terrain
4 Years Ago
Junkyard area. Base height fix.
4 Years Ago
Make sure contenticon.lua is identical on main compared to github
4 Years Ago
Fixed not being able to unfocus text entries Added PLAYER.MaxArmor to player class system More sane maximum value for thrusters Avoids crashing issues Added mp_falldamage to Sandbox start new game Fixed skins not updating when their parent changes skin Fixed gui.OpenURL's popup not working well with modal panels Fixed whereis for floating .gma files Improvements to DMenu while parented to modal panel DProperties better handles missing control types Fixed 2 bugs with ENT:TriggerOutput 1. It was ignoring the Source's internal IO queue 2. There was a bug where auto deleting any outputs due to limited amount of fires would cause certain outputs to no longer work
4 Years Ago
Remove the old Portuguese translation file (it was renamed)
4 Years Ago
Added the missing TTT translation file (Português (Brasil))
4 Years Ago
Updated TTT: Changed a bunch of default values for convars (Community)
4 Years Ago
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4 Years Ago
Backup (broken base height)
4 Years Ago
Turn on Android's junk shadows for the map focus button
4 Years Ago
Hook up the device search box
4 Years Ago
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4 Years Ago
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4 Years Ago
Merge from terrain_shader
4 Years Ago
Metallic version of ApplyTerrain
4 Years Ago
Junkyard WIP Junkyard Mounds material uses specular shader instead of metallic. (Was being fed spec textures, and had inconsistent spec with terrain)
4 Years Ago
Moving to SampleTerrain methods.