198,745 Commits over 4,140 Days - 2.00cph!

1 Year Ago
Disable ping logging inside editor, switch to a convar `ping_estimate_logging`
1 Year Ago
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1 Year Ago
Fix storage adapters blocking looting of boxes when looking directly at the adapters - add support for GameTrace to ignore the type of an entity - will still GameTrace the storage adapter if you are holding a WireTool/PipeTool https://files.facepunch.com/jakerich/acrocQIGlVgn6mTE/01R7sjXhY7xH2U9S.png
1 Year Ago
Change the actual code that uses `isHoldingShift`
1 Year Ago
Pass `isHoldingShift` to Construction.Placement
1 Year Ago
Fix disabling external wall snapping (by holding shift) not working outside of the editor
1 Year Ago
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
1 Year Ago
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)
1 Year Ago
Fixed a few IO line parenting loading issues + refacto and naming
1 Year Ago
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1 Year Ago
Merge from main/Workshop Normal Map Fix
1 Year Ago
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
1 Year Ago
Further changes to 'WhatUsesThis'
1 Year Ago
Updates to WorkshopItemEditor, removed debug code
1 Year Ago
player update. setting up 3p m39 rifle anim set
1 Year Ago
removed old mesh setup from v_sks.viewmodel prefab
1 Year Ago
viewmodel updates - material fix on prefab - added bullet mesh, textures & mat, added as child of mag - attachment tweaks
1 Year Ago
Undoing unwanted changes to materials
1 Year Ago
Player update. 3p semi auto rifle anim set exported/setup
1 Year Ago
Adding missing shaders
1 Year Ago
Update wire parented positions only when the parent entity is busy (door opening/closing)
1 Year Ago
merge from ScaleBySpeed_server_optimisation
1 Year Ago
merge from fix_horse_bullet_penetration
1 Year Ago
merge from fix_steam_nickname_slow_refresh
1 Year Ago
merge from viewmodelrenderers
1 Year Ago
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1 Year Ago
Subtracting 96103
1 Year Ago
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1 Year Ago
Updated changes to normal map fix
1 Year Ago
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1 Year Ago
Auto pair when deployed, if you have code lock access
1 Year Ago
New version of normal map fix
1 Year Ago
merge from nexus
1 Year Ago
merge from tutorial_menu_improvements
1 Year Ago
merge from fix_demo_disk_quota
1 Year Ago
merge from industrial_conveyor_quickmove
1 Year Ago
merge from dismount_netting_fix
1 Year Ago
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC) Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item Should be no gameplay difference
1 Year Ago
Added a metal detector mission objective
1 Year Ago
Added hinges to the van doors
1 Year Ago
Merge from explosions
1 Year Ago
Both flamethrowers with viewmodelrenderers and effect parents setup
1 Year Ago
Match import fbx offsets exactly
1 Year Ago
First pass on dedicated vm animator handling script for sks Uses new IViewmodelComponent interface, will probably come in handy in the future
1 Year Ago
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1 Year Ago
Marked ScaleBySpeed as IClientComponent, fixes it running pointlessly on the server as it's only used for visual effects (0.15ms a frame in recent profiler snapshot!) Cleaned up RealmedRemove components on SImpleShark and boogieboard.deployed, all other instances of ScaleBySpeed were correctly being removed on the server Marked TriggerPlayerTimer as IServerComponent, it's only used on the boogie board server side
1 Year Ago
Properly aligned sharp coastal cliffs Medium cliff variant test
1 Year Ago
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1 Year Ago
Merge from mission_improvements_may_24
1 Year Ago
Fixed escape key not working anywhere