251,045 Commits over 3,959 Days - 2.64cph!
Exaggerate rotateDifference float more
Use ExposeWhenCachedAttribute instead of ITypeLoader.CanCache( Type )
Fixed wire loading issue: We now save the initial positions and rotations of IO connections to make sure entities parented to moving objects spawn their lines at the right place
(e.g. you load a DoorController on an opened door, lines need to be spawned at the position where the component was initially wired)
This also allows door controller to be wired when doors are opened
WIP use ActionGraphCache when cloning / instantiating prefabs
Got rid of LinkSource, use nested nodes instead
Link.IsNestedInput
ActionGraph delegates can override input values
Define types that must be exposed during cached graph serialization
Define types that must be exposed during cached graph serialization
Fix sleeping bag not keeping last valid position for 0.25m when placing onto building blocks (still be strict when placing onto vehicles / parented entities)
Citizen/animgraph: reworked move_shuffle-related sequences & added a basic additive blendspace for them
Library manager, list available libraries
Leaderboard backup, run #
11178
Fixed a few IO line parenting loading issues + refacto and naming
More accurate time display
use cool icon for medals
Display more info about map
Use map setting name for scoring data
Null check
Merge branch 'main' of sbox-unicycle-frenzy
enable static, ufmap file, s1 update
test scene update
Merge branch 'main' of sbox-unicycle-frenzy
start on wood track tile set pieces, plywood material
Merge branch 'main' of sbox-unicycle-frenzy
Check for medals and save them
Display medals in menu for matching map
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M4A1 picatinny rail gap fix
Merge from main/Workshop Normal Map Fix
Move some hardcoded values of weapon_fists to SWEP.* variables
Merged some pull requests
* Updated TTT Russian localization
* Micro optimizations with weapon_base & GM:DrawDeathNotice
* Fixed some typos in FGD and Lua comments
Update some more spawncions for consistency
Alternative fix for traces not hitting transparent displacements
Better consistency with brushes that use same materials - does not cast shadow and traces hit them
Fixed toolgun ghost entity fading out in singleplayer on some maps
Added vgui.GetAll()
Returns only Lua created panels.
Used to fix PANEL:PreAutoRefresh() and PANEL:PostAutoRefresh() not working
Further changes to 'WhatUsesThis'
Change how menu functions, remove stuff we aren't going to be using for now
Update main hud
Add map and season resource
Start work on map picker
Updates to WorkshopItemEditor, removed debug code
player update. setting up 3p m39 rifle anim set
removed old mesh setup from v_sks.viewmodel prefab
viewmodel updates
- material fix on prefab
- added bullet mesh, textures & mat, added as child of mag
- attachment tweaks
Undoing unwanted changes to materials
Player update. 3p semi auto rifle anim set exported/setup
Fix assembly loading, mount assemblies in their own filesystem on packages
Update wire parented positions only when the parent entity is busy (door opening/closing)
Resolve circular dependency on base csproj
CSS file clean ups
Minor changes
Fixed Combine Soldiers with Shotguns having their skin reset (Sandbox)
Create spawnlists from addons easily
Main menu server browser additions
* "Join when not full" option
* Ability to add servers to favorites by IP
merge from ScaleBySpeed_server_optimisation
Small optimizations to GM:DrawDeathNotice() (#2045)
- Localize the cl_drawhud convar and replace the use of the deprecated GetConVarNumber function with it
- Don't reset the Deaths table if there's nothing in it
- Don't iterate through the Deaths table twice
merge from fix_horse_bullet_penetration
merge from fix_steam_nickname_slow_refresh
merge from viewmodelrenderers
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