248,610 Commits over 3,928 Days - 2.64cph!
Renamed more ConvarControllerSpawnPointPopulation to ConvarControlledSpawnPointPopulation
Renamed ConvarControllerSpawnPointPopulation to ConvarControlledSpawnPointPopulation
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Added a new hostile mixer group for all footstep mixers, sound effects can be marked as Hostile and will use the appropriate group
Added a distortion filter to hostile walk footsteps to make them sound distinct from teammates, WIP
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update spritetools
more exploder
elite exploder
spitter
spitter wip
Clear appropriate texture caches on file changes when in editor. Also tell respective components to get the new texture from the cache.
https://files.facepunch.com/CarsonKompon/2024/July/09_21-25-ForestgreenInganue.mp4
Add a parameter to FootstepSound.PlayFootstep whether the footstep has come from a teammate
Remove the swayMuzzle transform and set the rotate around muzzle point to 0.7
Merge from vm_rotate_around_modifier (includes changes from main)
Expose a viewmodel sway rotateAroundMuzzlePoint slider, should be a simpler approach than exposing a new transform
Defaults to 1, will adjust at what point along a VM's length it will be rotated around when turning the camera
Reducing this value will make the weapon rotate differently, preventing clipping
Also improved some math in here for an extremely marginal performance gain
Fixed ground effect rocks particle effect playing all the time on helicopters:
- Minicopter
- Attack Helicopter
- Scrap Helicopter
- CH47
- Patrol heli
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Fix New Project button in Editor Launcher
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Fix arctic research base not having S2P label
Try casting box with a small hull skin to avoid getting stuck
Optimized generation speed for hill cliffs
Remove GetBboxFromProxies
Fix GameHud render tree building
More build tree NREs
Fix PlayerHud NRE on chat message
Fix lobby list buttons not working
These cast functions aren't used either
Only apply SpriteFlags when necessary & Apply Material Offset after playing new animation
Fix some TextureAtlas issues and added Documentation Comments
SpriteResource.Load shorthand
TextureAtlas.GetTextureFromFrame
Sprite AssetPreview with Thumbnails
Animated SpritePreview if there is an animation
Added SpriteInspector. Allows you to view animations similarly to ModelInspector. https://files.facepunch.com/CarsonKompon/2024/July/09_14-38-SerpentineGrassspider.mp4
SpriteResource.GetPreivewTexture and more TextureAtlas fixes
Make SpriteComponent.Sprite public. Not sure why this wasn't before....
Added SpriteDropObject so you can drag-and-drop sprites into the Scene. https://files.facepunch.com/CarsonKompon/2024/July/09_16-17-YellowCorydorascatfish.mp4
Hook up joint break callback, disable joint on break
Disable this contact assert, doesn't make sense
Route asserts to engine so they show up like any other assert
Only call ServiceWorldRequests if map was loaded
Added missing outputs to func_healthcharger in the .fgd
Also remove duplicate ClearAllOutputs from the FGD
Added COLOR:Lerp
"boolean" and "number" support for util.StringToType
Improve map NPC name detection further
Fixed Alyx's breathing breaking her other voice lines
Update surfaceproperties.txt
DNumSlider:SetEnabled affects the label as well
Fixed DNumSlider default value resetting not working correctly
Added string.NiceName
Half-Life 2 map categories are done by map names directly
Fulfills garrysmod/pull/2091
DLabel text color behavior changes
* SetHighlight always overrides SetDark and SetBright
* SetBright and SetDark disable each other
* Different color for disabled labels
Do not replicate certain Sandbox convars
Block "Miscellaneous Symbols and Arrows" unicode block in server browser
sent_ball Hammer support
New env_blood options
Improve documentation of "Cast entity shadows" option in Hammer
More logical func_button defaults
Bump "mat_hdr_level" problem severity
Fixed DForm description in code
Finger poser updates correctly on entity loss
Faceposer flex groups
https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg
Use string.NiceName where appropriate
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player_manager.GetPlayerClassTable(Player ply) (#2038)
* player_manager.GetPlayerClassTable(Player ply)
A method to access a player class table more quickly.
While it's nothing new - as we can already access the table of player classes and index it - it's a bit more elegant and performant, as it doesn't have to create a deep copy of the whole table.
Prompt before closing scene/prefab tab with unsaved changes
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Blue variant + texture tweaks
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)
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Make sure Top 2D view isn't flipped 180deg
(Makes everything face upright at default rotation, perfect for 2D games)
We should be able to null these out
death shadow opacity
grenade sprite
explosion sprite
tweak explosion colors
magnet sprite
soul sprite
remove OffsetY
exploder wip
Travelling Vendor Revisions -> Main
Fix possible NRE in OnHostRespawn()
Phrases rebuild
Adjusted default steering smoothing