192,569 Commits over 4,049 Days - 1.98cph!
Delete QTE related UI prefabs and code.
Delete QTE related gesture setup.
Prevent crashes to do with removal of world entity (another method)
merge from Halloween24/ghost_sheet_fixes
- fixed sheet exploding when mounting
- other small config changes to help collision and mounting movement
adjusted some bc config values for max origin delta and collision cast directions
Iterate over Server Browser Last Played marker
Also localize the string
Disable 24BPP optimization for .png/jpeg loader
This may or may not be causing issues for random players sometimes maybe?!?!?! when joining servers
Delete -vpfix from studiomdl.exe
Has unwanted sideeffects
StudioMDL: Fix models with more than 65k vertices breaking up
Merged some changes from CS:GO's studiomdl
Add support for BONE_HAS_SAVEFRAME_ROT32
Fixed animations from newer mdl versions not playing in GMod
Move default console position to the left a bit
So it does not obstruct certain UI elements by default
Fix "nav_blocked" event not being registered
setting length multiplier on ghost sheet BC controllers 1 across all states (stops exploding when mounting)
Fixed viewmodel renderers on non metal shields
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Disable shield collider while the shield is on the players back
Added support for multiple record modes: FrameInterval or Manual.
Automate timeline playback, start recording and then end recording after timeline has finished.
OnComplete now triggers after playback has finished, so we correctly pop up the output folder etc.
Can now specify an initial timeline playback start time.
Fix copy paste
- now remaps every type of network id, fixing storage entities
- fixed building ID not being reset for new pastes
- refactored pasting code so it more closely resembles SaveRestore.Load()
- fixed rotation of pastes not always working
- save entities in order of network id so the pasting is more deterministic
- removed saving of entity ids in pastes because it's not needed
- change paste directory from EntityCopies -> copypaste
HLOD now immediately resolves when the player finishes loading
removed the metal shield skin from rig then linked the v_shield to the weapon rootbone in the prefab.
Timeline playback/record initial test
Show the loading screen before teleporting the player rather than after, should fix players seeing the halloween/xmas dungeon as it loads in
battering ram fuel consumption
Show incorrect presses in red
fixed car lift collider box being offset in y/z
Incorrect key presses now reduce remaining time.
QTE will now fail when running out of time.
QTE timer loss is now configured on QTE entity.
fixed storage building large ceiling collider gap
Repair UI and gesturecollection prefabs after merge
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+1 the month in the server browser last played
FF & NeoTokyo spawnpoints + Map Category (Community Contribution)
Rework how spawnpoint entities are added in base gamemode
One file now, not 25 duplicated files.
Minor code cleanups
Linux: Do not ExecuteToPriority if there are no jobs
This addresses slowdowns on Linux (srcds?) to do with the filesystem
garrysmod-issues/issues/5932
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Add a small delay before showing QTE ui.
Tweak sequence length ranges.
Negative modifier tweaks.
Fail state can now apply player modifiers.
Pressing a wrong key will now fail the QTE.
Add some placeholder modifier effects for fail state.
Merge from main -> copypaste
QTE entity start/stop/complete triggering.
UI interacts with the entity.
Completing the QTE now triggers the entity completion methods, ending the gesture, hiding the UI and clearing any associated player for SingularInteraction qte entities.
Basic initial QTE sequence generation, just string based for now.
Trigger QTE event properly and with generated sequence.
TTT: fix ragdoll not being created if ttt_dyingshot is on
Community contribution
Adjust how we disable self-unblocking for Lua-blocked navmeshes
Adds NAV_MESH_BLOCKED_LUA
Navmesh auto-blocking checks now run on map start/cleanup
Makes certain code that was meant to run on map cleanup to actually run now.
Also updates blocked status of nav areas on map load
3p anims + updated worldmodel anims
More sensible defaults for 360 controller bindings
$eyeposition and $illumposition are now affected by $scale
Block gui/input.SetCursorPos while main menu is open
Fixed regression with nav_update_blocked concommand
Make gui.HideGameUI work more like the hook
Instead of disabling the function entirely, holding shift would disable its functionality, and it displays a message on how to bypass it, if it blocks the main menu one too many times.
Temporarily disable 24BPP optimization for .png/.jpeg loader
removed WaterVisibilityTrigger from xmas dungeon cell prefabs
removing WaterVisibilityTrigger from all halloween procedural dungeon cell prefabs and set it to not spawn a christmas dungeon