126,736 Commits over 4,171 Days - 1.27cph!
merge from building_skins_3/building_skins_4
Fixed brutalist still using HQM instead of stone
Simplified & fixed FOV calculations for world clicker panels
Call GM:EntityRemoved for full update removes, but with an extra arg
Fixed shader and script compile errors
Particle soft fade modulation test for Petur (6point shader)
Fixed missing rail connections to tunnel entrance after
87807
TerrainPlacement supports being on a child object with a positon / rotation offset
Train tunnel rail entrance terrain setup
merge from uv123-tangent-basis-fix
Brutalist skin now Stone replacement
Fixed several gibs r/w issues
merge from /building_skins_3/building_skins_4
Fixed NaN and Infinity in some cases due to undefined/zeroed params
Fixed dof_deckard convar logic
Matched deckard sensor size list to our existing sensor list
Corrected a few sensor sizes in ConVar.Client.CameraSensorSize
merged from terrain-shader-fix
merge from building_skins_3/building_skins_4
merge from tc_layout_update
Only allow players to place walls at the correct rotation, no soft side facing out
Split the build base objective into two parts, building the foundations and then building the walls
This allows an extra modal UI to explain softsides
Add a specific mount stage to the final mission
Fixed modular cars not being pushed by explosion force if hit in a way where only the module(s) took damage, and not the base chassis. Reduced overall car explosion force to compensate for the fix.
Switched my inventory loadout back to standard rocket launcher
Harvest pings can now be changed per objective so different resources can have their own pings
Swap craft bow and craft bandages objective
Heal objective now just requires the player to use a bandage
Added VarUInt read & write methods because protobuf serializes strings different than NetRead & NetWrite does
Ensure stream position is correctly offset when writing strings & variable length int
Removed accidental include
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Added Match Main Camera toggle to sync settings with in-game DoF + removed auto focus option + added dof_deckard convar
Disable connection sharing for now
Disable connection sharing for now
Separate tutorial bear AI design.
Sensor size matches main camera by default
Grouped settings with foldouts
Added 6th optional argument to util.ScreenShake - AirShake
defaults to false
Added SENT_AI:OnTaskFailed and others
Added NPC:GetIdealYaw, NPC:GetArrivalDirection, NPC:SetUnforgettable
Added CNavArea:MarkAsDamaging, CNavArea.IsDamaging
Experimental: input.GetCursorPos returns 0,0 when cursor is not visible
This matches behavior of gui.MousePos()
Added .dem and .vcd to file.Write whitelist
Rework and deduplicate Lua enums
Added COND.* enums
Added render.ComputePixelDiameterOfSphere
SourceTV players are considered bots for player library
Fix npc_rocket_turret spawn position
Merged Pull Requests
* Improvements to DComboBox
* Improvements to MatSelect
Minor adjustments
Fixed Player:SprintEnable not working
Also made Player:SprintEnable accept a bool optionally, and added Player.IsWalking
minor changes
Undo changes to input.GetCursorPos
Causes issues with spawnicon editor, and probably other addons too.
Delete serverplugin_empty.dll
Fixed crashes when accessing out of bounds flex controllers
This fixes crashes when rendering spawnicons of models that have more than 96 flex controllers. Probably fixes other cases as well.
Enable connection reusage for HTTP
Speeds up subsequent requests
render.Push/PopRenderTarget overflow/underflow safeguards
Also made certain render.Push* function overflowing not crash the game outright
Adjust "Failed to find any models for this addon" error
Mention what might be causing the issue
Added OnPlayerLand/OnPlayerJump hooks
Arguments are `Player, number`, where the number is the velocity/impulse of the landing/jump
Should these 2 hooks be combined into 1?
Remove OnPlayerLand hook (OnPlayerHitGround exists)
Fixed a regression with spawnmenu "no models" message
Safeguards against malformed .gma files
New VertexLitGeneric parameters
`$AllowDiffuseModulation` and `$NoTint` - both allow disabling color tint per material
Vector:Mul() now supports VMatrix
Make sure SourceTV bot is treated as bot in game code
Fixes garrysmod-issues/issues/5575
Added navmesh.CreateNavLadder
Arguments are: Vec top, Vec bottom, float width, Vec2D dir, float maxHeightAboveTopArea = 0
Weapon:GetTracerOrigin is now called for 3rd person view as well
LuaMesh.BuildFromTriangles allows modifying the mesh
This is only permitted when the vertex count matches between existing mesh, and the new mesh.
EntityEmitSound blocks CSceneEntity close captions
Added OnCloseCaptionEmit hook
Arguments are:
string soundScript
number duration
bool fromPlayer
string fullText - can be nil if token is not registered
Added gui.AddCaption( text, duration, fromPlayer )
More killicon aliases for physics kills
New Portal NPCs can be duplicated
sound.Play better optional argument handling
New default crosshair + options
Options > Multiplayer > Crosshair Customization
Make 2nd arg actually set the sound position of Global.EmitSound
Also default the 3rd parameter (entityID) to 0.
Remove unintended console message from crosshair panel
Bump gui.OpenURL limit to 2000
Added new optional argument to render.ClearDepth
bool stencil - also clear stencil buffer, defaults to true for backwards compatibility
Do not call GM:EntityRemoved and ENT:OnRemove during full updates
garrysmod-issues/issues/4675
Allow GM:OnPhysgunFreeze to be ran on non vphysics entities
The 2nd argument ( physobj ) will be NULL
world clicker panels FOV adjustment
Now uses view setup FOV, not Player:GetFOV, affects gui.ScreenToVector as well
Fix branch specific compile error
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CollectibleEntity and RandomItemDispenser can flag individual items as excluded for the tutorial.
Disable hemp seeds, worms and grubs for Hemp, when in the tutorial.
Minor edit to SceneLoader; formatting
Gave SceneLoader some extra checks and scenes, plus keyboard shortcuts. Removed "Open Bootstrap Scene" from the Rust Editor menu and moved it to the new Scenes menu.
Don't show the tutorial highlight in the crafting menu if the item is in the crafting queue
Refactored the crafting queue UI component to reduce allocations
Fix exception when finishing tutorial
Don't show bag count after placing a sleeping bag
Various typo fixes
Merge HomingMissileLauncher -> Main
Added scene loader script - top menu to quickly load specific editor scene files