198,677 Commits over 4,140 Days - 2.00cph!

9 Months Ago
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9 Months Ago
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9 Months Ago
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9 Months Ago
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9 Months Ago
Siege tower prefab setup, added ladders, detailed colliders and parenting triggers
9 Months Ago
Check if the last placement error is null or empty before sending it Fix attempt for the occasional empty error toast sent by the server
9 Months Ago
Add `download_demo` command to download list of demo chunks and extract player demos from them - expects a JSON object containing list of files & users to extract from the downloaded chunks
9 Months Ago
Added siege tower Baseline, prefabs
9 Months Ago
Fix flashing being toggled on & off if you press 'F' to focus on player with map open
9 Months Ago
Merge from main -> full_server_demo_client_reader
9 Months Ago
Projectile speed and gravity affected by catapult charge when fired Added 3 placeholder boulder explosion VFXs
9 Months Ago
merge from main - RC
9 Months Ago
Fixed Panel.Exec not working on SetHTML'd HTML panels
9 Months Ago
Full lighting treatment
9 Months Ago
Fixed wrong translation string used in recent changes (oopsie)
9 Months Ago
Fixed a crash to do with teleporting constrained entities Removed unused variables in Problems panels Pull Requests * Use localization strings for GMod-specific keyboard settings * TTT: Updated Turkish localization * Use 4 number overload of surface.SetDrawColor in base game for performance Tooltips for vehicles in spawnmenu akin to those for SWEPs, SENTs Resistance turrets only set the 2 valid skins (was trying to use 4) Localize NPC and Vehicle spawnmenu tab entries Added Resistance Turrets to spawnmenu if Episode 2 is mounted Adjust "Prison Guard" localization strings Also remove unintentional changes
9 Months Ago
Compile fix, cleanup
9 Months Ago
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9 Months Ago
Better physics setup (placeholder wheel movements) Added push intertaction
9 Months Ago
Remove old spline leave code
9 Months Ago
Perform strafe target check before bothering to enter orbit state
9 Months Ago
Prevent Bradley from instantly rejoining spline
9 Months Ago
tweaks to the viemodel reload anim based on feedback
9 Months Ago
Fix wolves jumping to players still in mid air, change sample navmesh method signature to be more intuitive, add owner field to fsm transitions
9 Months Ago
Update: Engine blend loop drops it's sound resources on disable Tests: none, trivial change (same type of change as previous)
9 Months Ago
Update: Tree now drops it's sound resources on client destruction - It also drops the Gain mod when fading out sound loop during fall Tests: cut down a tree, saw relevant audio events in logs
9 Months Ago
More wip
9 Months Ago
Update: Traveling Vendor drops it's sound resources on client destruction Tests: none, trivial change (same type of change as previous)
9 Months Ago
Update: Parachute and Sled drop their sound resources on destroy Tests: none, trivial changes (same type of change as previous)
9 Months Ago
Update: CCTV and SpinnerWheel drop their sound resources on disable/destroy Tests: none, trivial change (same type of change as previous)
9 Months Ago
Update: Sub, Snowmobile, Tugboar and Train drop their sound resources on disable/kill - In Snowmobile's case Ski audio was previously (accidentally?) retained when sim stopped - Train engine used to retain damage and engine reflection sounds (assume an accident/bug) Tests: none, trivial changes (same type of changes as previously)
9 Months Ago
Update: CargoShip drops sounds resources on disable - Also added a couple convenience StopXSound methods, since it has a bunch of different sounds. Tests: none, trivial change (same type of change as before)
9 Months Ago
Update: Ferry drops it's sound resources when disabled Tests: none, trivial change (same type of change as previous)
9 Months Ago
Bugfix: PatrolHeli now releases modulators alongside the sounds Tests: none, trivial change
9 Months Ago
Bugfix: Drone now releases pitch modulator on destruction Tests: none, trivial change
9 Months Ago
Update: Modular Vehicle drops sound resources on destruction Tests: plugged in engine comps on Craggy's spawned vehicle, drove around in it. Put some timed c4 and drove until explosion - confirmed resources got released via logs.
9 Months Ago
Update: Helicopter now drops sound resources when disabled/retired - Also fixed a potential NRE when requesting a sound fails Tests: spawned an attack heli and flew around in it with jumping out at various stages. Also destroyed it to trigger sound recycling.
9 Months Ago
Bugfix: Bicycle now uses it's coasting sound when not pedaling Tests: rode the bicycle with pedaling on and off.
10 Months Ago
Update: Bycicle drops all sound resources when sound definition changes - Previously it tried to manage lifetime of modulators internally, but since we can pool it'll happen automatically now. Tests: rode the bike with jumping off during different moments. Noclipped away and back, redid same actions - all stable.
10 Months Ago
Catapult reloading interaction wip
10 Months Ago
Fix wolves dying when they see a prey before the navmesh is built
10 Months Ago
Phrase update
10 Months Ago
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10 Months Ago
merge from store-ui-frontiersman
10 Months Ago
Frontiersman store page localization fixes
10 Months Ago
Further reduce ore count density by 15% to match release values
10 Months Ago
Fix error spam about animator param not found
10 Months Ago
Update: DPV stops all sounds when no longer simulating In theory, there were edge cases where previously it was possible that some sounds would not be cleaned up. Tests: rode the DPV, jumped off at various points, picked it up and redeployed. Noclipped around the area
10 Months Ago
Update: MovementSounds releases sound resources on disable - Also got rid of IOnParentDestroying implementation - it's handled by OnDisable now Tests: ran in water. Killed self mid run to test onDisable - all good
10 Months Ago
Update: Minigun and Fishing Rod drop their sounds on destroy/cleanup Tests: Spooled up and fired the minigun with switching in between. Fished with switching at various stages(holding, throwing, fish catching, fish pulling).