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

6 Months Ago
divesite latest
6 Months Ago
Fixed ConversationManager Update NRE
6 Months Ago
merge from main
6 Months Ago
Merge Cargoship Log Spam Fix -> Main
6 Months Ago
Wrap a bunch of loose logs in HarborCrane and CargoShip with editor checks. This will prevent log spam
6 Months Ago
Show preview tile above that layer so you can see what you're replacing
6 Months Ago
Fix Erase Tool not erasing correct layer
6 Months Ago
Cleaned up paint and erase tools. Supported painting tiles over one-another to replace them (on same layer)
6 Months Ago
Remove PhysObj.MakeShadow Entity:MakePhysicsObjectAShadow exists Fix ContentHeader colors Disable -textmode Fix compile error Merge hlmv crash fixes from CS:GO Related to high poly models and the debug rendering modes Fix? flex bone drivers in-game Made the flex bone driver code mimic the code from HLMV, which basically includes special case for BONE_USED_BY_BONE_MERGE Added a new option to HLMV Flex tab for $boneflexdriver preview It will move Flex sliders live as the animation plays Try to fix GitHub screwing us over Fix player angles serverside while in vehicle not matching client Also fixed GetPassengerSeatPoint returning wrong values for vehicles without ACT_IDLE, such as the chair models, now will select first sequence. point_viewcontrol only gives invincibility if it freezes the player Fixed water for leaking to the world due to resetting clipping on disconnect garrysmod-issues/issues/5925 Fixed crashes when getting ammo type name of invalid ammo Update icon for ep2_outland_06a to actually represent what it is HL2 map categories are done by name garrysmod/pull/2091 Improve map NPC name detection further util.StringToType supports "boolean" and "number" types Added player_manager.GetPlayerClassTable (Community Contribution) Added missing outputs to func_healthcharger in the .fgd Also remove duplicate ClearAllOutputs from the FGD Make SWEP:Think not run before NextAttack in singleplayer This mimics SWEP:Think's behavior in multiplayer. Call TOOL:Holster and Deploy when switching tools clientside This was done when using gmod_tool serverside only, it is now done when gmod_toolmode changes both clientside and shared. Added 2nd return value to GM:CanArmDupe hook (Community Contribution) Fix util.StringToType "int" erroring with invalid inputs
6 Months Ago
Client compile fix, code cleanup
6 Months Ago
Move CodeGen to Engine, add engine assembly reference to allow it to resolve symbols from that Add StringToken.ConvertAttribute, for codegen to detect situations where we want to upgrade Add MurmurHash2 to generator When a StringToken parameter is passed a string literal we codegen that to the token, to avoid the lookup/generation "chicken" becomes StringToken.Literal( "chicken", 855234573 ), which returns a StringToken Add ProjectReference from Sandbox.Game to CodeGen, to avoid out of order compiling
6 Months Ago
Fixed Tiles not serializing or initializing properly in TileComponent
6 Months Ago
Box collider rescales without rebuilding the shape
6 Months Ago
Fix GameObject not being created automatically. Fix erase tool.
6 Months Ago
Change how handle placing tiles
6 Months Ago
Allow reassigning prefab source, spruce up instance inspector a bit, don't totally shit pant when prefab is missing
6 Months Ago
Fix post processing (was passing in ITexture as an int)
6 Months Ago
Only get item schemas once to speed multiple item processing up, and do it during scene bootstrap.
6 Months Ago
Initial support for parsing a list of pasted workshop URLS and finding the matching items
6 Months Ago
DynamicSceneObject: AddVertex( Span ) should not accept a count, internalize ptr only method, VertexSceneObject adds range
6 Months Ago
Use ControlSheet better
6 Months Ago
Prefab tweaks
6 Months Ago
Disabled saving on NPCVendingMachine_TravellingVendor, may fix entity leak
6 Months Ago
Update: Adding Pool.FreeUnmanaged overload for MemoryStream Since Free got changed to accept IPooled only, it allows us to delete a runtime check in the editor env. Tests: build only in editor, all targets
6 Months Ago
Wire deployment cancel condition
6 Months Ago
Feedback: Replacing bikeshedded emptyArray with Array.Empty<T> Tests: trivial change, so only built Client+Server
6 Months Ago
LODs prefab update
6 Months Ago
Remove this Scroll area to support bigger maps better another test tilemap
6 Months Ago
Add StringToken alternatives to RenderAttributes
6 Months Ago
Wake connected here too for good measure Don't dirty box collider on size change, update the hull instead - fixes trigger enter/leave when resizing
6 Months Ago
Add internal UpdateBoxShape, box collider will use it
6 Months Ago
Update mesh shape by updating the BVH instead of recreating the whole shape
6 Months Ago
undo paint
6 Months Ago
merge from radtown_redux
6 Months Ago
Line Tool Organise
6 Months Ago
merge from main
6 Months Ago
Switch from pinging servers via their IPs to pinging the entire server list via 4 queries
6 Months Ago
merge from mountable_rotation_fix
6 Months Ago
merge from fix_convar_defaults_server
6 Months Ago
merge from optimize_prewarm_doors
6 Months Ago
merge from triggerbase_fix
6 Months Ago
Converted the isGestureViewmodel field on viewmodel into a new viewmodel type variable, also has a shield type Fixes bullet casings ejecting from the players camera while a shield is equipped as well as some clothing issues
6 Months Ago
Temp model Added a new shield hands layer to the 3p animator that only masks the left arm, just has an idle for now
6 Months Ago
Leaderboard backup, run #12535
6 Months Ago
Hold RMB to block with the shield (only visible in first person right now) Cannot attack while blocking
6 Months Ago
Hide the left arm of viewmodels when a shield is active (rotated off screen) Hide the viewmodel shield while reloading weapons
6 Months Ago
Let bike driver wield items
6 Months Ago
Turn on trace solver again, looks like it performs much better Use worldspace cloud here for the obstacle, it's always identity so no need to transform it
6 Months Ago
Backups/unsaved
6 Months Ago
Created RoomResource. Made Tools for generating RoomResources from prefabs. Associate exit object with transform in resource. Updated all resources appropriately Add IsStartingRoom to RoomResource "Update Resource" -> "Save Resource" Updated all the text rooms Added Basic Map Generation. https://files.facepunch.com/CarsonKompon/2024/July/18_00-14-TruthfulYosemitetoad.mp4