258,566 Commits over 4,018 Days - 2.68cph!
Initial custom window frames
Add profile flyout button
Make things look pretty
Clean up, split TitleBar.cs up, remove unused
System window manager handles everything, but we draw our own titlebar buttons for consistency
Remove unused materialsystem-owned static descriptor sets
This frees up slots 1 & 2, whilst external descriptor sets remain starting on 3
Corpses for storage barrels
Add flag to TC to block every player from building `BlockAllFromBuilding`
- set the flag in the corpse prefab so it blocks base owners from building until the TC corpse is fully repaired
▋▌▊ `▋▄▅▍▅▄` ▄▇█▇ ▉▅ ▊▊▍▋█▍▆█▆ ▋▄ ▅█▇▄▉▄ ▌▍ ▉▋ █▅▌'▄ █▌ ▄▉▇▇▋██▉▊▍ ▇█▋█ ██ ▍▍▍▉▋▍▉▇ (▊█▍▇ ▅█ ▄▋ ▍▄▆ ▌▌ █▇▊▍▌▇▊▋)
Update bounds & cost to repair the TC corpse prefab
Fix authlist not being copied correctly from TC -> corpse
Ensure the storage corpse gets attached to the building the deployable belonged to (so it applies the correct TC privledge)
Send network update on the deployable once the corpse is fully repaired
Only kill the corpse once the deployable is fully setup
Added Tools/Deployables/Create Corpse window, automates a good chunk of the corpse creation process
Added workbench 2 corpse
Add corpse prefab to normal TC prefab
Update manifest (radtown_1)
merge from softcore_update -> tc_changes
merge from main -> softcore_update
Add callback when corpse is spawned so we can transfer auth list onto invisible TC
Add invisible placeholder TC
- allows us to persist auth of a building when the TC is destroyed
- will be independent from the TC's corpse
merge from world_crossbow
rebuilt prefab so arrow mesh shows up
merge from premium_startup_fix
Fixed incorrect account route parameters
Death camera works when the player is gibbed and has no ragdoll
crossbow - fixed arrows not showing in 3p anims
Minor cleanup
Give description to vgui_visualizelayout
Added quick switches to console
https://files.facepunch.com/rubat/2025/March17-1180-ZigzagGourami.png
Crossbow - Fixed worldmodel UVs and shading on LOD0 (new issue with arrow being invisible)
Clean up more stuff in Window
Thicken status bar
Disable default window controls, but keep their functions intact (so we can draw the buttons ourselves without overlapping)
New profile popout
https://files.facepunch.com/alexguthrie/1b1711b1/explorer_qSGqzPUmRl.png
Don't need to ifdef these
I don't think we need any of this, let's get rid
We do want windows to match qt size
Start experimenting with switching over to just having DWM do everything
Qt sux and I'd rather just let the window manager handle stuff instead
Don't set window style
Add skeletal debugging tools for croc proc anim
Add DDraw.DrawSkeleton
Move GameMenu folder
Update tile spawn rates
Can now buy and sell properly at a Market
MarketModal now shows when a slot is out of stock and no longers allows purchases
Port original ear ringing behavior from HL2 to Lua
Better default text color for game_text
Better error handling for reworked killfeed
Allow Map IO to convert int/float to string automatically
Better default text color for game_text
Port original ear ringing behavior from HL2 to Lua
less ear ringing
Remove cheat flag from mat_colorcorrection
Added sv_usercmd_custom_random_seed
Added sv_showimpacts
Move Treason map icons to fallbacks VPK
Mod author(s) want to ship the map icons for Garry's Mod themselves. This will make their icons take precedence over ours.
Added some headers to projects for intellisense
Try to mitigate util.TableToJSON leaving junk behind of failure
Merged Pull Requests
* Make Player:LimitHit serverside only (it would error clientside)
* weapon_rpg for npc_citizen (rebel only)
* ENT.Information support for tooltips in NPC spawn icons
Support animated texture sheets on decals https://files.facepunch.com/layla/1b1711b1/sbox-dev_luiXru07Qa.mp4
Update base_npcs.lua
Remvoed `weapon_shotgun` as default weapon for medic rebels, to give them some identity, add RPG to enemy rebels
Unify tooltip code for spawnmenu content icons
Prevents extra new line for cases where no extra info is actually added.
Better error handling for reworked killfeed
Allow Map IO to convert int/float to string automatically
Better default text color for game_text
Port original ear ringing behavior from HL2 to Lua
less ear ringing
Remove cheat flag from mat_colorcorrection
Added sv_usercmd_custom_random_seed
Added sv_showimpacts
Move Treason map icons to fallbacks VPK
Mod author(s) want to ship the map icons for Garry's Mod themselves. This will make their icons take precedence over ours.
Added some headers to projects for intellisense
Try to mitigate util.TableToJSON leaving junk behind of failure
Merged Pull Requests
* Make Player:LimitHit serverside only (it would error clientside)
* weapon_rpg for npc_citizen (rebel only)
* ENT.Information support for tooltips in NPC spawn icons
Let's start trying to shut the game down properly so we can flush stuff like shader cache and Api activity / stats
Mark the RPG Launcher as a Default Weapon for rebels (#2233)
2 fixes for NPC icons + ENT.Information support (#2238)
rug_deployment_fix -> main
Make PLAYER:LimitHit server only (#2240)
This feature never worked on the client anyway and never will
initial spa12 setup (with temp offset in entity)
- added 3p anims inc renaming
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- added temp offset to entity to align (issues with prop data syncing correctly in game, set to follow left prop)
- removed weapon root from mask on w_spas12 anims
Allow rugs to be placed underneath already placed deployables.
Can now also be placed under peoples feet