248,621 Commits over 3,928 Days - 2.64cph!

4 Years Ago
merge from main
4 Years Ago
updated kayak texture to more closely resemble wooden structure resource - not exact but closer.
4 Years Ago
updated storagemonitor.deployed prefab to contain new asset
4 Years Ago
Storage Monitor prefab update
4 Years Ago
Storage Monitor asset Inital prefab setup. Models, textures, material and lods.
4 Years Ago
skin approval
4 Years Ago
vm paddle updates
4 Years Ago
UserCmd
4 Years Ago
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4 Years Ago
cherrypicking 54181
4 Years Ago
Fix null Steam auth ticket showing up as an ArgumentNullException - it'll pass through and get handled appropriately instead
4 Years Ago
Merge from 54178
4 Years Ago
Subtract 54178
4 Years Ago
Merge from main
4 Years Ago
Skin update
4 Years Ago
Texture processor update
4 Years Ago
Approved class update
4 Years Ago
Skin bundle update
4 Years Ago
Grid Test comments Fixed exception logging not showing a message Compiler handles failed builds of dependancies better Fixed processor not creating .gen folder Fixed Sandbox.Generator exceptions
4 Years Ago
Subtracting 53468 (ProjectilesThroughVehicles) and 53754 (wounded player collider adjustment) since they're causing regressions
4 Years Ago
merge from monument_boat_shop
4 Years Ago
Reactive target mechanism scale fix
4 Years Ago
Ensure clientside Lua on SENTS/SWEPs starts as SOON as the client receives the script name
4 Years Ago
Added sound.EmitHint( SOUND_ enum, position, volume, duration, owner = NULL ) Added SOUND_ enums for the function above
4 Years Ago
physcannon_mega_enabled works as expected Implemented full effects for the mega gravity gun (This requires networking changes to properly work, which will happen closer to the update release) It should no longer be possible for the Gravity Gun effects to break if using pirated game content or otherwise overwriting gmod files (This also makes the effects look closer to Half-Life 2) Fixed Gravity Gun launch/punt effects coming from the wrong place in 3rd person for local player
4 Years Ago
Updated deploy guide for reactive target
4 Years Ago
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4 Years Ago
Fixed explosions not respecting the NODLIGHTS flag
4 Years Ago
Updated reactive target and its icon to have the new electric visuals
4 Years Ago
Assigned the textures to the material for the RT Mechanism
4 Years Ago
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4 Years Ago
Rebuild manifest to update roadsign IDs
4 Years Ago
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4 Years Ago
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4 Years Ago
Fixed a crash with C_BaseCombatWeapon::ShouldDrawUsingViewModel
4 Years Ago
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4 Years Ago
Merge from main
4 Years Ago
Fix client compile
4 Years Ago
Fixed upper body animation overrides not being applied on kayak (fixes animation issues when using non-paddle held items)
4 Years Ago
Hide road signs beyond 70m away
4 Years Ago
Don't show kayak health info until it's below 75% hp (same behaviour as other boats)
4 Years Ago
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4 Years Ago
Kayaks now decay like boats (slowly decays if unused and outside, won't decay if kept indoors)
4 Years Ago
- Use a bounds check instead of radius check for IndividualSpawner - Add AI layer to the spawn handler bounds check mask, so things won't spawn inside horses etc
4 Years Ago
Only spawn IndividualSpawners if there's space. Wait and try again later if there isn't.
4 Years Ago
Get rid of audio (this change + delete the audio bundle)
4 Years Ago
player animator paddling updates
4 Years Ago
Strip out particle systems (saves 400mb in system RAM)
4 Years Ago
Set the max texture size to 16x16 (saves 600mb in system RAM)
4 Years Ago
ch47 approach fix