232,631 Commits over 3,775 Days - 2.57cph!

27 Minutes Ago
Fix door blocker size
28 Minutes Ago
RoomExit components have a gizmo hitbox so they can be clicked on Fix room colliders Add Door Blocker Make sure open ends are capped properly
36 Minutes Ago
weapon crate with dry grass, bodygroups, skins and setup for asset party
38 Minutes Ago
New anim graph, import a bunch of anims for new char
39 Minutes Ago
Check scene camera .IsValid instead
40 Minutes Ago
Optim: reimplementing List.Compare to use an inplace algorithm Caused by my upcoming changes to Free<HashSet<T>> requiring IPooled(I could've worked around it, but it was better to optimize it). Although I didn't benchmark, this in theory is a straight win - 3 less loops, no need for extra pools, and also fixes a harmless-but-perf bug(remained set had more elements than expected). Tests: Build for Client target. I also need to do runtime validation with a 3player multiplayer session - I ran out of time, will done once I'm back home.
40 Minutes Ago
WIP proof of concept for automating the entire process after pasting a list of workshop URLs.
54 Minutes Ago
Add undo snapshots when creating objects, don't double up creation/selection snapshots Clear undo stack when accepting external changes
55 Minutes Ago
Barriers Exposed for C# ( Still Work in Progress BUT working barriers )
1 Hour Ago
CT_side player animations and new rig
1 Hour Ago
underwater_divesites scene playable in editor
1 Hour Ago
exported wolf run turnleft 150 to run test anim
1 Hour Ago
merge from BurstClothFixes
1 Hour Ago
Fixed burst cloth controller LODing not being marked as dynamic in some prefabs
1 Hour Ago
TerrainMaterialList: Double clicking a material opens its editor (single click selects for use still) Terrain settings hide Collider properties which we force, can we have Terrain not inherit these at all @aylaylay Terrain: larger default clipmap extents (fine but can be smarter without a clod mesh), remake clipmap mesh on dirty properties Terrain: Add MaterialOverride for custom shaders using terrain shader api
1 Hour Ago
Fix compile error from merge again
2 Hours Ago
Set-up corpse prefab and ragdoll prefab for croc. addad hitboxes and various scripts to croc prefab.
2 Hours Ago
Fixed GMod force-adding "English (US)" keyboard layout Make "English (Europe)" not an unknown language Also add internal ID to unknown languages Added -disablehttp command line parameter Disables HTTP global function (http.Fetch/Post use that) Fixed GMod now removing English US keyboard layout Use Windows API to get keyboard layout names when not in our list -disablehttp also blocks Panel:OpenURL and sound.PlayURL http.Fetch/Post calls onFailure callback if HTTP() returns false Fix RichText InsertColorChange to black not working when its the first color change RichText uses localized string for Copy conext menu option Also fixed Text Entry Copy/Cut context menu buttons not being disabled when they should be && => || Check if onfailure exists in http.Fetch/Post Fixed crazy mouse acceleration values completely breaking player view Also limited some of the cvars to sane values, m_customaccel_max and m_customaccel_exponent specifically Added ficool2's VRAD ambient occlusion implementation Adds the following new parameters: -aofacesamples -aopropsamples -aoNoSquare See vrad.exe help for defaults/explanations Fix errors with singular static prop causing VRAD to bail for all remaining Unhide sv_stressbots and make it a cheat Reduce max allowed voice packets per frame to 48 (from 64) Include map name in map related disconnect messages Kick players who send impossible voice packet sizes Added sv_signon_dos_disconnect from CS:GO
2 Hours Ago
small ocean wreck buoy initial prefab setup LODs
2 Hours Ago
Even more compile warning fixes MORE warning fixes Display a warning message when main menu is blocked too many times A message about how to bypass the block Fixup gamemode hook calling code for consistency Also hopefully prevent a a case of cryptic "trying to call <type>" errors. Also fixes crashes due to Lua panics
3 Hours Ago
Paint short cut B
3 Hours Ago
File/Create TileComponent in none exist
3 Hours Ago
Added GM:OnPauseMenuShow This is meant to replace other methods of hiding the mainmenu (which will be disabled at some point). Return false to prevent main menu from showing for that key press. The user can hold SHIFT to bypass this hook at any time, in case the server/addon has malicious intent of not allowing the player access the main menu. Panel:GetFont works for RichText Hammer builds on newer C++ Windows toolset Limit GM:OnPauseMenuShow to ESC key Fixed Linux/Mac compile error due to usage of variable name "default" Fixed some compile warnings Fix compile error
3 Hours Ago
fixed CNY_Spear and SkinningKnife BurstCloth setups - proper gravity values - reduced damping to reasonable values
3 Hours Ago
divesite latest
3 Hours Ago
Fixed ConversationManager Update NRE
3 Hours Ago
merge from main
3 Hours Ago
Merge Cargoship Log Spam Fix -> Main
3 Hours Ago
Wrap a bunch of loose logs in HarborCrane and CargoShip with editor checks. This will prevent log spam
3 Hours Ago
Show preview tile above that layer so you can see what you're replacing
3 Hours Ago
Fix Erase Tool not erasing correct layer
3 Hours Ago
Cleaned up paint and erase tools. Supported painting tiles over one-another to replace them (on same layer)
3 Hours Ago
Remove PhysObj.MakeShadow Entity:MakePhysicsObjectAShadow exists Fix ContentHeader colors Disable -textmode Fix compile error Merge hlmv crash fixes from CS:GO Related to high poly models and the debug rendering modes Fix? flex bone drivers in-game Made the flex bone driver code mimic the code from HLMV, which basically includes special case for BONE_USED_BY_BONE_MERGE Added a new option to HLMV Flex tab for $boneflexdriver preview It will move Flex sliders live as the animation plays Try to fix GitHub screwing us over Fix player angles serverside while in vehicle not matching client Also fixed GetPassengerSeatPoint returning wrong values for vehicles without ACT_IDLE, such as the chair models, now will select first sequence. point_viewcontrol only gives invincibility if it freezes the player Fixed water for leaking to the world due to resetting clipping on disconnect garrysmod-issues/issues/5925 Fixed crashes when getting ammo type name of invalid ammo Update icon for ep2_outland_06a to actually represent what it is HL2 map categories are done by name garrysmod/pull/2091 Improve map NPC name detection further util.StringToType supports "boolean" and "number" types Added player_manager.GetPlayerClassTable (Community Contribution) Added missing outputs to func_healthcharger in the .fgd Also remove duplicate ClearAllOutputs from the FGD Make SWEP:Think not run before NextAttack in singleplayer This mimics SWEP:Think's behavior in multiplayer. Call TOOL:Holster and Deploy when switching tools clientside This was done when using gmod_tool serverside only, it is now done when gmod_toolmode changes both clientside and shared. Added 2nd return value to GM:CanArmDupe hook (Community Contribution) Fix util.StringToType "int" erroring with invalid inputs
3 Hours Ago
Client compile fix, code cleanup
3 Hours Ago
Move CodeGen to Engine, add engine assembly reference to allow it to resolve symbols from that Add StringToken.ConvertAttribute, for codegen to detect situations where we want to upgrade Add MurmurHash2 to generator When a StringToken parameter is passed a string literal we codegen that to the token, to avoid the lookup/generation "chicken" becomes StringToken.Literal( "chicken", 855234573 ), which returns a StringToken Add ProjectReference from Sandbox.Game to CodeGen, to avoid out of order compiling
3 Hours Ago
Fixed Tiles not serializing or initializing properly in TileComponent
3 Hours Ago
Box collider rescales without rebuilding the shape
3 Hours Ago
Fix GameObject not being created automatically. Fix erase tool.
4 Hours Ago
Change how handle placing tiles
4 Hours Ago
Allow reassigning prefab source, spruce up instance inspector a bit, don't totally shit pant when prefab is missing
5 Hours Ago
Fix post processing (was passing in ITexture as an int)
5 Hours Ago
Only get item schemas once to speed multiple item processing up, and do it during scene bootstrap.
5 Hours Ago
Initial support for parsing a list of pasted workshop URLS and finding the matching items
5 Hours Ago
DynamicSceneObject: AddVertex( Span ) should not accept a count, internalize ptr only method, VertexSceneObject adds range
5 Hours Ago
Use ControlSheet better
5 Hours Ago
Prefab tweaks
5 Hours Ago
Disabled saving on NPCVendingMachine_TravellingVendor, may fix entity leak
5 Hours Ago
Update: Adding Pool.FreeUnmanaged overload for MemoryStream Since Free got changed to accept IPooled only, it allows us to delete a runtime check in the editor env. Tests: build only in editor, all targets
6 Hours Ago
Wire deployment cancel condition
6 Hours Ago
Feedback: Replacing bikeshedded emptyArray with Array.Empty<T> Tests: trivial change, so only built Client+Server