131,808 Commits over 4,232 Days - 1.30cph!

12 Months Ago
- added test holdtype folders (1h/2h melee, bow, lr300) - added v4 rustplayer mask - setup hatchet 3p anims (updated melee overide controller) - updated hatchet.entity (removed offsets and set to attach to r_prop) - setup 2h 3p anims (updated sword overide controller) - updated longsword.entity (removed offsets and set to attach to r_prop) - updated lr300.entity (removed offsets and set to attach to r_prop) - added v4 player update loadout
12 Months Ago
Added a scene view toggle to hide all sockets gizmos when editing a prefab having sockets (off by default) When enabled, all socket gizmos will be hidden and will only appear when their respective gameobject is selected
12 Months Ago
Increase cloud atmospheric haze with TOD_Fogginess
12 Months Ago
Implement `-StaticPropSampleScale` & `-StaticPropBounce` Temporarily re-add old SWEP localization tokens More work towards `-StaticPropBounce` Added `-softenCosine` for VRAD Fix static prop bounce not working due to uninitialized scale Fix branch specific compile errors
12 Months Ago
Better SocketMod_InWater gizmos Will no longer be drawn when its parent gameobject is selected (trying to reduce the gizmo nightmare when opening a prefab)
12 Months Ago
Texture Update for Ballista
12 Months Ago
Added bounds handles for deploy volumes as well
12 Months Ago
Port "Fix compile errors" from main
12 Months Ago
Clean: reduce code duplication for BasePlayer.WaterFactor Tests: none, trivial change
12 Months Ago
Remove some perforce VGUI panels from builds + clean ups More minor cleanups Delete pointless header files Fix some map load warnings when Portal 1, HLS are not mounted Fix compile errors Try to fix linux compile Fixed clientside only entities being considered map created Fixed being disconnected from sv_lan servers due to recent changes Entity:FollowBone doesn't check the boneID argument if given NULL Fixed Mega Gravity Gun not being able to pick up flesh Remove cheat flag from cl_wpn_sway_scale Added sv_quota_stringcmd_kick Update description of gmod_uncache_test Fixed crashes wiith CTriggerWind when loading a save Minor clean ups Micro optimization for SWEP think More minor clean ups Added new NPC functions Added `NPC:SetFOV`, `NPC:GetFOV` (in degrees), `NPC:IsInViewCone`( vector/entity ) Fixed Lua error with DTree node having 0 child elements Fixed base Lua SWEPs not using correct localization strings Also removed some useless strings from garrysmod_english.txt Fixed unicode addon name display for WorkshopDL Merged Pull Requests * Localization support for crosshair customization * Added Entity:AddSpawnFlags, Entity:RemoveSpawnFlags and Entity:SetSpawnFlags * Optimize DLabel autostretch behavior * Cache gamemode table for gamemode.Call and hook.Run Updated TTT Russian localization (Community Contribution) Improve DButton center alignment X-axis text inset handling Fix "Invalid string command" false positive Revert DLabel changes The changes cause issues with spawnmenu help text and other people's code. Optimize DListView_Line Remove DListViewLabel's Think function since it does nothing in DListView_Line anyway
12 Months Ago
Indirect Instancing: - Remove delegate callbacks to avoid allocations at all costs - Lots of clean-up / Removed some ugly hacks - Use proper namespace namespaces - Use a camera component for proper resource management - Prefix all profiler regions with "Indirect." for an easy overview
12 Months Ago
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12 Months Ago
initial support for per-tool carving settings - separated mask of carving modes and settings for shapes / sizes - only added to the jackhammer and icepick, need to set it up for all other piercing damage melee weapons
12 Months Ago
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12 Months Ago
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12 Months Ago
Fix static prop bounce not working due to uninitialized scale
12 Months Ago
Changed the "GiveItem failed!" error toast so it no longer pops on top of the inventory
12 Months Ago
set up v4 unarmed anims in player animator
12 Months Ago
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12 Months Ago
Rest of v4 unarmed anim set exports
12 Months Ago
vm mini crossbow rig updated also deploy and admire animation edits
12 Months Ago
Hide local player arms when mounting the ballista
12 Months Ago
v4 crouch anim exports
12 Months Ago
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12 Months Ago
Added WASD controls to ballista
12 Months Ago
updated avatar settings on a few test anims
12 Months Ago
jungle ruins topologies for procmap testing, terrain blendmaps
12 Months Ago
Ballista swivel rotation
12 Months Ago
updated the s2p settings for the jungle ruins, mainly filters/outputs. Some scene cleanup
12 Months Ago
player model NRE fix
12 Months Ago
Tweaks, inverted ballista up animator parameter
12 Months Ago
Tpose for fingers in avatar
12 Months Ago
Update: comments - fixed spelling mistake - added an explanation for invalidation of cached tick state Tests: none, trivial change
12 Months Ago
Correct meta rotations in the avatar (maybe)
12 Months Ago
Added leg animator to the player model, only enabled when mounting the ballista
12 Months Ago
renamed idle breathe to match source exported jog E and idle on v4 rig added anims to player animator
12 Months Ago
Added better TAA sampling to reduce blurring
12 Months Ago
Removed ballista debug logs
12 Months Ago
Increased ballista mass Dismount driver when flipping or reaching high velocities Fixed some rotation issues Fixed missing wheel NRE
12 Months Ago
Avatar fixes to prevent submerged animations
12 Months Ago
Collision pass on ruin walls. Fixes to prefab settings.
12 Months Ago
edited mini crossbow 3p anims, set the anim clips to get the r prop bone working and set up holster position
12 Months Ago
jungle_ruins_d level layout first iteration prefab'd ruins sets for easier editing replaced some pieces with cap less ones
12 Months Ago
merge from /main
12 Months Ago
cherrypicking 108904 (ai_wolf_iteration) Add bark and footstep audio to new jump anim
12 Months Ago
merge from arcticpack_itemstore_fixes
12 Months Ago
merge from ore_hotspot_position_fix
12 Months Ago
merge from simple_upgrade
12 Months Ago
merge from voiceprops_itemstore
12 Months Ago
merge from ore_sfx_fix