248,717 Commits over 3,959 Days - 2.62cph!
Better fix for English (US) keyboard layout being force added/removed
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Pitch coin sound when picking up consecutively
Update player hitbox
Don't run Entity GameObjectSystem in editor 😅
Fix Map Generation + Prefab Spawner Networking
Fix connected clients not picking up coins/other pickups
Show other players on HUD
Fix Z-Layering for pickups and networked players
Sync Player Coins
Fixed most the collision issues
Move Entity Updates to GameObjectSystem. Big performance boost
Placeholder audio, repair & protection values
Moving everything to occlusion volumes WIP.
Static candle prefabs support volumes.
M700, Spaghelli alignments
Mount points
Bike Cargoship Parent -> Main
Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity
Only bother getting the trigger parent component should the bike have a driver
Changed up some spawn rates
Replace all spawners with different prefabs using prefab variables (so i can change everything at once a lot easier)
Ensured bikes still perform clipping checks parenting to any other volume that isnt enclosed. Eg, cargoship, swing bridge etc
Update some world model positions
Can't think of any other way to filter out citizen assets, cuts down build by 1.8gb(!) so we'll have to live with this for now
Copy all compiled assets from enabled addons again, because sometimes they'll be referenced at runtime even though they're not in a dependency tree
Replace with new NEW character
Update human_idle_player animgraph
Removed old models/anims that we do not use anymore
Number Particles fade quicker
Added box spawners to each of the test rooms
Set up phys joints, phys shapes
Added Damage Numbers to entities
Use correct exit function
Get networking working, even if it's a bit hacky
Move API into backends for standalone/platform, stub out standalone backend
Standalone.Init()
Get rid of LoadStandaloneGameAsync, roll diff into LoadGamePackageAsync
Make a StandaloneGameInstance in standalone
Remove all these file hacks so I'm forced to do something to fix them
Fix file hacks
Add missing sbox-standalone exe back to sln
We only need to copy core/scripts/soundmixers.txt as far as I know
Move gamecontrollerdb.txt into core/cfg/
Get rid of `IsCitizenEnabled` hack
Don't override window title with gameinfo name, apply it nice and early when making app dict
Export out animation list, weight list, hitboxes for new char
Add shapeless heightfield cast for Terrain.RayIntersects
Added PrefabSpawner which randomly spawns a selected prefab in the box
Added random enemy spawns to each room
Fixing compile errors, update manifest, fix protobuf definitions, and updating FuelSystem usage to new IFuelSystem interface
more work on new anims, almost everything restored
RoomExit components have a gizmo hitbox so they can be clicked on
Fix room colliders
Add Door Blocker
Make sure open ends are capped properly
weapon crate with dry grass, bodygroups, skins and setup for asset party
New anim graph, import a bunch of anims for new char
Check scene camera .IsValid instead
Optim: reimplementing List.Compare to use an inplace algorithm
Caused by my upcoming changes to Free<HashSet<T>> requiring IPooled(I could've worked around it, but it was better to optimize it). Although I didn't benchmark, this in theory is a straight win - 3 less loops, no need for extra pools, and also fixes a harmless-but-perf bug(remained set had more elements than expected).
Tests: Build for Client target. I also need to do runtime validation with a 3player multiplayer session - I ran out of time, will done once I'm back home.
WIP proof of concept for automating the entire process after pasting a list of workshop URLs.
Add undo snapshots when creating objects, don't double up creation/selection snapshots
Clear undo stack when accepting external changes
Barriers Exposed for C#
( Still Work in Progress BUT working barriers )
CT_side player animations and new rig
underwater_divesites scene playable in editor
exported wolf run turnleft 150 to run test anim
merge from BurstClothFixes
Fixed burst cloth controller LODing not being marked as dynamic in some prefabs
TerrainMaterialList: Double clicking a material opens its editor (single click selects for use still)
Terrain settings hide Collider properties which we force, can we have Terrain not inherit these at all @aylaylay
Terrain: larger default clipmap extents (fine but can be smarter without a clod mesh), remake clipmap mesh on dirty properties
Terrain: Add MaterialOverride for custom shaders using terrain shader api
Fix compile error from merge again
Set-up corpse prefab and ragdoll prefab for croc. addad hitboxes and various scripts to croc prefab.
Fixed GMod force-adding "English (US)" keyboard layout
Make "English (Europe)" not an unknown language
Also add internal ID to unknown languages
Added -disablehttp command line parameter
Disables HTTP global function (http.Fetch/Post use that)
Fixed GMod now removing English US keyboard layout
Use Windows API to get keyboard layout names when not in our list
-disablehttp also blocks Panel:OpenURL and sound.PlayURL
http.Fetch/Post calls onFailure callback if HTTP() returns false
Fix RichText InsertColorChange to black not working when its the first color change
RichText uses localized string for Copy conext menu option
Also fixed Text Entry Copy/Cut context menu buttons not being disabled when they should be
&& => ||
Check if onfailure exists in http.Fetch/Post
Fixed crazy mouse acceleration values completely breaking player view
Also limited some of the cvars to sane values, m_customaccel_max and m_customaccel_exponent specifically
Added ficool2's VRAD ambient occlusion implementation
Adds the following new parameters:
-aofacesamples
-aopropsamples
-aoNoSquare
See vrad.exe help for defaults/explanations
Fix errors with singular static prop causing VRAD to bail for all remaining
Unhide sv_stressbots and make it a cheat
Reduce max allowed voice packets per frame to 48 (from 64)
Include map name in map related disconnect messages
Kick players who send impossible voice packet sizes
Added sv_signon_dos_disconnect from CS:GO
small ocean wreck buoy
initial prefab setup
LODs
Even more compile warning fixes
MORE warning fixes
Display a warning message when main menu is blocked too many times
A message about how to bypass the block
Fixup gamemode hook calling code for consistency
Also hopefully prevent a a case of cryptic "trying to call <type>" errors.
Also fixes crashes due to Lua panics
File/Create TileComponent in none exist
Added GM:OnPauseMenuShow
This is meant to replace other methods of hiding the mainmenu (which will be disabled at some point). Return false to prevent main menu from showing for that key press.
The user can hold SHIFT to bypass this hook at any time, in case the server/addon has malicious intent of not allowing the player access the main menu.
Panel:GetFont works for RichText
Hammer builds on newer C++ Windows toolset
Limit GM:OnPauseMenuShow to ESC key
Fixed Linux/Mac compile error due to usage of variable name "default"
Fixed some compile warnings
Fix compile error
fixed CNY_Spear and SkinningKnife BurstCloth setups
- proper gravity values
- reduced damping to reasonable values