192,768 Commits over 4,049 Days - 1.98cph!

5 Months Ago
Merge from bag_pickup_auth
5 Months Ago
Fixed bag interactions when in auth
5 Months Ago
merge from /indirect_instancing
5 Months Ago
Indirect instancing: - Prevent NullReferenceException when attempting to remove instances without a MeshFilter component - Fixed shader compilation error in the shadow pass - Surround instancing code with `#ifdef CLIENT` for cleaner server builds
5 Months Ago
Updated workshop scene set dressing for new rocks
5 Months Ago
merge from font_updater
5 Months Ago
merge from caminfo_barrel_squeeze
5 Months Ago
merge from fix_toolgun_LOD
5 Months Ago
merge from hexagontile_kill_fix
5 Months Ago
merge from fix_binocular_2024
5 Months Ago
merge from bag_pickup_auth
5 Months Ago
merge from store_gesturepack_uiscale_fix
5 Months Ago
More socket fixes
5 Months Ago
Added snap sockets for the triangle planters to the triangle foundation and triangle floor piece
5 Months Ago
WIP
5 Months Ago
WIP system to track food spoilage Operates via new ItemModFoodSpoiling that stores a countdown in real time for how long an item remains unspoilt Added a new getSpoilMultiplier callback to ItemContainer that can modify the rate food spoils when items are contained within it, powered fridges reduce the rate by 90%
5 Months Ago
Moved AllowPlayerInstigatedDismount up from BaseVehicle to BaseMountable
5 Months Ago
merge from primitive
5 Months Ago
Speed and handbrake tweaks on slopes
5 Months Ago
Fridge is now an IO entity, requires 5 power
5 Months Ago
Fixed some old textures taking too much ram.
5 Months Ago
Fixed a rounding issue when receiving scrap from trades with dynamic pricing applied
5 Months Ago
Horse ground alignment tweaks
5 Months Ago
Merge from scrap_exchange_dynamic_pricing
5 Months Ago
Merge from root_label_fix
5 Months Ago
Merge from ice_sculptures
5 Months Ago
Manifest
5 Months Ago
More adjustments, can now accept either a player ID or player name
5 Months Ago
Adjusted clearUGCByPlayer convar to not require the player to be online
5 Months Ago
Merge from xmas2024
5 Months Ago
Removed a WaterVisibilityTrigger from the root xmas dungeon prefab
5 Months Ago
Make Hammer use gmod.exe when generating GameConfig.txt
5 Months Ago
Gallop gait tweaks
5 Months Ago
merge from xmas2024
5 Months Ago
engine.CloseServer now returns true if quit command was issued Fixed crashes with func_tank Handle DAdjustableModelPanel when main menu is open Added a Player Model Selector button to spawnmenu The context menu widget stuff is too hidden
5 Months Ago
Horses now skid when braking at full speed Progressively reduce head leaning max angle based on speed Re-introduced spine ik Tweaks
5 Months Ago
added textures and set up mats for the knight armour
5 Months Ago
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5 Months Ago
battering ram anims updated
5 Months Ago
Bugfix: Prevent game-object pooling if done mid-scene switch - When MonoBehaviours are being destroyed due to scene switch, it can cause an invalid transform hierarchy modification, causing an error MonoBehaviors can clean up their resources in OnDisable, which can cause them to be pooled - example: AmbienceWaveSounds. Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times: - without the fix, it was 100% generating an error on disconnected - with the fix, had 0 error reports
5 Months Ago
merge from xmas2024
5 Months Ago
always unlock ginger bread building skin
5 Months Ago
battering ram anims exported on updated rig
5 Months Ago
merge ice_sculptures->main - addresses majority of feedback from previous playtest
5 Months Ago
added initial battering ram anims
5 Months Ago
Medieval Metal Double Door Folder Setup Added Medieval Metal Double Door Frame Model, Textures, Materials, LODs & GIBS Setup a Basic Prefab for the Medieval Metal Double Door Frame
5 Months Ago
added SculptingToolData to all relevant weapons (currently any melee weapon that does stab damage)
5 Months Ago
hl2.exe => gmod.exe
5 Months Ago
Bake covers inside prefabs in the prefab's local space, so that they can be retransformed in world space when the prefab is placed (baked covers are not gameobjects, just structs in a list, so they are not automatically parented)