248,717 Commits over 3,959 Days - 2.62cph!

6 Months Ago
Better fix for English (US) keyboard layout being force added/removed
6 Months Ago
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6 Months Ago
Pitch coin sound when picking up consecutively Update player hitbox Don't run Entity GameObjectSystem in editor 😅
6 Months Ago
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
6 Months Ago
Placeholder audio, repair & protection values
6 Months Ago
Moving everything to occlusion volumes WIP. Static candle prefabs support volumes.
6 Months Ago
M700, Spaghelli alignments Mount points
6 Months Ago
Bike Cargoship Parent -> Main
6 Months Ago
Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity
6 Months Ago
Only bother getting the trigger parent component should the bike have a driver
6 Months Ago
Changed up some spawn rates Replace all spawners with different prefabs using prefab variables (so i can change everything at once a lot easier)
6 Months Ago
Ensured bikes still perform clipping checks parenting to any other volume that isnt enclosed. Eg, cargoship, swing bridge etc
6 Months Ago
Update some world model positions
6 Months Ago
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
6 Months Ago
Replace with new NEW character Update human_idle_player animgraph Removed old models/anims that we do not use anymore
6 Months Ago
Number Particles fade quicker Added box spawners to each of the test rooms
6 Months Ago
Merge from main
6 Months Ago
Set up phys joints, phys shapes
6 Months Ago
Remove hotreload plugin
6 Months Ago
Added Damage Numbers to entities
6 Months Ago
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
6 Months Ago
Export out animation list, weight list, hitboxes for new char
6 Months Ago
Add shapeless heightfield cast for Terrain.RayIntersects
6 Months Ago
Added PrefabSpawner which randomly spawns a selected prefab in the box Added random enemy spawns to each room
6 Months Ago
Fixing compile errors, update manifest, fix protobuf definitions, and updating FuelSystem usage to new IFuelSystem interface
6 Months Ago
more work on new anims, almost everything restored
6 Months Ago
Fix door blocker size
6 Months Ago
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
6 Months Ago
weapon crate with dry grass, bodygroups, skins and setup for asset party
6 Months Ago
New anim graph, import a bunch of anims for new char
6 Months Ago
Check scene camera .IsValid instead
6 Months Ago
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.
6 Months Ago
WIP proof of concept for automating the entire process after pasting a list of workshop URLs.
6 Months Ago
Add undo snapshots when creating objects, don't double up creation/selection snapshots Clear undo stack when accepting external changes
6 Months Ago
Barriers Exposed for C# ( Still Work in Progress BUT working barriers )
6 Months Ago
CT_side player animations and new rig
6 Months Ago
underwater_divesites scene playable in editor
6 Months Ago
exported wolf run turnleft 150 to run test anim
6 Months Ago
merge from BurstClothFixes
6 Months Ago
Fixed burst cloth controller LODing not being marked as dynamic in some prefabs
6 Months Ago
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
6 Months Ago
Fix compile error from merge again
6 Months Ago
Set-up corpse prefab and ragdoll prefab for croc. addad hitboxes and various scripts to croc prefab.
6 Months Ago
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
6 Months Ago
small ocean wreck buoy initial prefab setup LODs
6 Months Ago
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
6 Months Ago
Paint short cut B
6 Months Ago
File/Create TileComponent in none exist
6 Months Ago
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
6 Months Ago
fixed CNY_Spear and SkinningKnife BurstCloth setups - proper gravity values - reduced damping to reasonable values