255,083 Commits over 3,990 Days - 2.66cph!
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invasion stage progression
Prevent users causing intentional drug dealer wars by making all DDs allies.
Lots more work. Network++.
MaterialEffect server compile fix
Lots of work on helicopter scripts. Refectored some vehicle audio and other vehicle stuff to be shared in the base class instead of in the car only.
unit opacity start/lerp speed options
Merge branch 'master' of SpaceUsurperUnity
some mech speech
Floor mesh toggler now works appropriately for entities spawned on high floors
Fixed elevator location and addeed a door to the starter oval ship
WIP ship connections for connecting separated ship expansions
Manually modify standard clipping to be opaque
Show a connection preview when connecting boats
Working on helicopter components. Created helicopter audio clips from a CC0 helicopter recording.
CHIPPY-369: Parameter collection pooling cleaned up
Unit_Forms divergence warning fix
Merge branch 'master' of SpaceUsurperUnity
Updated Facepunch.ExpressionStrings
Finished off parameter collection pooling
Saddle mesh and WIP materials (no LODs atm)
Normalize weightmap layers when creating new terrain
unwrapped first road mesh and added new sidewalk textures and materials
Community Contributions:
* Spawnmenu and Contextmenu hook fixes
* table.ToString handles colors nicer
* also fix lua error from the previous commit
Rust/Standard Cloth upgrade path
table.ToString handles colors nicer
Manual merge of garrysmod/pull/902 due to merge conflicts
Co-Authored-By: Partixel <partixel@users.noreply.github.com>
Fix Lua error from PR #1572
Co-Authored-By: Partixel <partixel@users.noreply.github.com>
Support up to 4 weightmap layers on terrain
Add single internal function to create terrain of any size with optional heightmap and weightmap data pointers
Bail out of creating new terrain if it already has been created, it's better to just create a new entity than to clean up the existing one
Initialize weightmaps on new terrain using weightmap data if it exists, otherwise default to 255 on first layer, 0 on the rest
Pass heightmap and weightmap data from managed to native. Ensure data arrays match terrain size
Test loading weightmap data from png
Fixed spawn and context menu hooks (#1517)
* Update spawnmenu.lua
* Update contextmenu.lua
* Update cl_spawnmenu.lua
* Update cl_spawnmenu.lua
* Fix spacing
more transparent mat fixes
Simplified how filenames for generated texture maps are generated
Community Contributions:
* Replaced usage of type( var ) == "type" with is<type>( var )
* NPC.NoDrop fixes and improvements in Sandbox
* Added list.HasEntry
Replace usage of type() with is* functions (#1572)
* Remove less than ideal usage of type()
* Remove less than ideal usage of type() from gamemodes
Add list.HasEntry (#1460)
NoDrop NPC spawn fix (#1494)
* NoDrop NPC spawn fix
- Add NoDrop to multiple NPCs to fix them spawning below platforms/displacements. This is best shown spawning a rollermine or combine camera on this platform in gm_construct:
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DropToFloor's trace starts in the platform and does not hit the displacement below, so it will drop the NPC to the floor underneath the map. The NPCs chosen for this parameter do not rely on starting on the ground and can be spawned anywhere.
- Fixed NoDrop not applying to duped NPCs.
- Changed some raw numbers to SF_ enums.
* NoDrop duplicator fix
Added ParameterCollection.CreateClosure(func), HasAliveReferences()
Added ParameterCollectionPool
Hitbox snapshot system. Ready to finish off lag compensation...
[D11] [UI] Added support for pan curve evaluation.
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horse updates
turnpose - more head lean
gallop - reduced mane movement
walk - reduced head nodding
animator - tweaked transition blend time/points