243,187 Commits over 3,898 Days - 2.60cph!
Added PrefabSpawner which randomly spawns a selected prefab in the box
Added random enemy spawns to each room
Fixing compile errors, update manifest, fix protobuf definitions, and updating FuelSystem usage to new IFuelSystem interface
more work on new anims, almost everything restored
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
weapon crate with dry grass, bodygroups, skins and setup for asset party
New anim graph, import a bunch of anims for new char
Check scene camera .IsValid instead
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.
WIP proof of concept for automating the entire process after pasting a list of workshop URLs.
Add undo snapshots when creating objects, don't double up creation/selection snapshots
Clear undo stack when accepting external changes
Barriers Exposed for C#
( Still Work in Progress BUT working barriers )
CT_side player animations and new rig
underwater_divesites scene playable in editor
exported wolf run turnleft 150 to run test anim
merge from BurstClothFixes
Fixed burst cloth controller LODing not being marked as dynamic in some prefabs
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
Fix compile error from merge again
Set-up corpse prefab and ragdoll prefab for croc. addad hitboxes and various scripts to croc prefab.
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
small ocean wreck buoy
initial prefab setup
LODs
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
File/Create TileComponent in none exist
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
fixed CNY_Spear and SkinningKnife BurstCloth setups
- proper gravity values
- reduced damping to reasonable values
Fixed ConversationManager Update NRE
Merge Cargoship Log Spam Fix -> Main
Wrap a bunch of loose logs in HarborCrane and CargoShip with editor checks. This will prevent log spam
Show preview tile above that layer so you can see what you're replacing
Fix Erase Tool not erasing correct layer
Cleaned up paint and erase tools. Supported painting tiles over one-another to replace them (on same layer)
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
Client compile fix, code cleanup
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
Fixed Tiles not serializing or initializing properly in TileComponent
Box collider rescales without rebuilding the shape
Fix GameObject not being created automatically. Fix erase tool.
Change how handle placing tiles
Allow reassigning prefab source, spruce up instance inspector a bit, don't totally shit pant when prefab is missing
Fix post processing (was passing in ITexture as an int)
Only get item schemas once to speed multiple item processing up, and do it during scene bootstrap.
Initial support for parsing a list of pasted workshop URLS and finding the matching items
DynamicSceneObject: AddVertex( Span ) should not accept a count, internalize ptr only method, VertexSceneObject adds range
Disabled saving on NPCVendingMachine_TravellingVendor, may fix entity leak