248,717 Commits over 3,959 Days - 2.62cph!
Fixed ConversationManager Update NRE
Merge Cargoship Log Spam Fix -> Main
Wrap a bunch of loose logs in HarborCrane and CargoShip with editor checks. This will prevent log spam
Show preview tile above that layer so you can see what you're replacing
Fix Erase Tool not erasing correct layer
Cleaned up paint and erase tools. Supported painting tiles over one-another to replace them (on same layer)
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
Client compile fix, code cleanup
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
Fixed Tiles not serializing or initializing properly in TileComponent
Box collider rescales without rebuilding the shape
Fix GameObject not being created automatically. Fix erase tool.
Change how handle placing tiles
Allow reassigning prefab source, spruce up instance inspector a bit, don't totally shit pant when prefab is missing
Fix post processing (was passing in ITexture as an int)
Only get item schemas once to speed multiple item processing up, and do it during scene bootstrap.
Initial support for parsing a list of pasted workshop URLS and finding the matching items
DynamicSceneObject: AddVertex( Span ) should not accept a count, internalize ptr only method, VertexSceneObject adds range
Disabled saving on NPCVendingMachine_TravellingVendor, may fix entity leak
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
Wire deployment cancel condition
Feedback: Replacing bikeshedded emptyArray with Array.Empty<T>
Tests: trivial change, so only built Client+Server
Remove this
Scroll area to support bigger maps better
another test tilemap
Add StringToken alternatives to RenderAttributes
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
Add internal UpdateBoxShape, box collider will use it
Update mesh shape by updating the BVH instead of recreating the whole shape
Switch from pinging servers via their IPs to pinging the entire server list via 4 queries
merge from mountable_rotation_fix
merge from fix_convar_defaults_server
merge from optimize_prewarm_doors
merge from triggerbase_fix
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
Temp model
Added a new shield hands layer to the 3p animator that only masks the left arm, just has an idle for now
Leaderboard backup, run #
12535
Hold RMB to block with the shield (only visible in first person right now)
Cannot attack while blocking
Hide the left arm of viewmodels when a shield is active (rotated off screen)
Hide the viewmodel shield while reloading weapons
Let bike driver wield items
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
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