243,417 Commits over 3,898 Days - 2.60cph!

4 Months Ago
Run a trace solver on hit shape to get the proper hit fraction and start in solid
4 Months Ago
Leaderboard backup, run #12343
4 Months Ago
Avoid some errors when closing Load WorldRendererMgr in unit tests For backwards compatibility, when loading a vpk look in the maps/ folder too Allow map loading during tests Remove warnings PackageManagement test cleanup, make a bit more resiliant
4 Months Ago
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4 Months Ago
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4 Months Ago
Fix project templates (oops)
4 Months Ago
Fixed bike passenger eye rotation bug (introduced in 100729)
4 Months Ago
Bike passengers now use the same camera roll code as the driver
4 Months Ago
Change convar name of surrender gesture
4 Months Ago
Add a gizmo to ZiplineTargets
4 Months Ago
Horrible code for bike driver camera roll, but it now lerps to the actual roll angle when not grounded
4 Months Ago
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4 Months Ago
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4 Months Ago
Added ziplinelaunchpoint.highlight convar, draws an arrow with DDraw for every zipline on the server
4 Months Ago
Renamed more ConvarControllerSpawnPointPopulation to ConvarControlledSpawnPointPopulation
4 Months Ago
Renamed ConvarControllerSpawnPointPopulation to ConvarControlledSpawnPointPopulation
4 Months Ago
Progress backup
4 Months Ago
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4 Months Ago
Added a new hostile mixer group for all footstep mixers, sound effects can be marked as Hostile and will use the appropriate group Added a distortion filter to hostile walk footsteps to make them sound distinct from teammates, WIP
4 Months Ago
update spritetools more exploder elite exploder spitter spitter wip
4 Months Ago
Clear appropriate texture caches on file changes when in editor. Also tell respective components to get the new texture from the cache. https://files.facepunch.com/CarsonKompon/2024/July/09_21-25-ForestgreenInganue.mp4
4 Months Ago
Add a parameter to FootstepSound.PlayFootstep whether the footstep has come from a teammate
4 Months Ago
Remove unused field
4 Months Ago
Remove the swayMuzzle transform and set the rotate around muzzle point to 0.7
4 Months Ago
Merge from vm_rotate_around_modifier (includes changes from main)
4 Months Ago
Expose a viewmodel sway rotateAroundMuzzlePoint slider, should be a simpler approach than exposing a new transform Defaults to 1, will adjust at what point along a VM's length it will be rotated around when turning the camera Reducing this value will make the weapon rotate differently, preventing clipping Also improved some math in here for an extremely marginal performance gain
4 Months Ago
Fixed ground effect rocks particle effect playing all the time on helicopters: - Minicopter - Attack Helicopter - Scrap Helicopter - CH47 - Patrol heli
4 Months Ago
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4 Months Ago
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4 Months Ago
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4 Months Ago
Fix New Project button in Editor Launcher
4 Months Ago
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4 Months Ago
S2P everything
4 Months Ago
Fix arctic research base not having S2P label
4 Months Ago
Add logging
4 Months Ago
Try casting box with a small hull skin to avoid getting stuck
4 Months Ago
Optimized generation speed for hill cliffs
4 Months Ago
Rename HLOD setting
4 Months Ago
Remove GetBboxFromProxies
4 Months Ago
Fix GameHud render tree building More build tree NREs Fix PlayerHud NRE on chat message
4 Months Ago
Fix lobby list buttons not working
4 Months Ago
These cast functions aren't used either
4 Months Ago
Only apply SpriteFlags when necessary & Apply Material Offset after playing new animation Fix some TextureAtlas issues and added Documentation Comments SpriteResource.Load shorthand TextureAtlas.GetTextureFromFrame Sprite AssetPreview with Thumbnails Animated SpritePreview if there is an animation Added SpriteInspector. Allows you to view animations similarly to ModelInspector. https://files.facepunch.com/CarsonKompon/2024/July/09_14-38-SerpentineGrassspider.mp4 SpriteResource.GetPreivewTexture and more TextureAtlas fixes Make SpriteComponent.Sprite public. Not sure why this wasn't before.... Added SpriteDropObject so you can drag-and-drop sprites into the Scene. https://files.facepunch.com/CarsonKompon/2024/July/09_16-17-YellowCorydorascatfish.mp4
4 Months Ago
Hook up joint break callback, disable joint on break
4 Months Ago
Disable this contact assert, doesn't make sense
4 Months Ago
Route asserts to engine so they show up like any other assert
4 Months Ago
weapon crate asset setup
4 Months Ago
Only call ServiceWorldRequests if map was loaded
4 Months Ago
Added missing outputs to func_healthcharger in the .fgd Also remove duplicate ClearAllOutputs from the FGD
4 Months Ago
Added COLOR:Lerp "boolean" and "number" support for util.StringToType Improve map NPC name detection further Fixed Alyx's breathing breaking her other voice lines Update surfaceproperties.txt DNumSlider:SetEnabled affects the label as well Fixed DNumSlider default value resetting not working correctly Added string.NiceName Half-Life 2 map categories are done by map names directly Fulfills garrysmod/pull/2091 DLabel text color behavior changes * SetHighlight always overrides SetDark and SetBright * SetBright and SetDark disable each other * Different color for disabled labels Do not replicate certain Sandbox convars Block "Miscellaneous Symbols and Arrows" unicode block in server browser sent_ball Hammer support New env_blood options Improve documentation of "Cast entity shadows" option in Hammer More logical func_button defaults Bump "mat_hdr_level" problem severity Fixed DForm description in code Finger poser updates correctly on entity loss Faceposer flex groups https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg Use string.NiceName where appropriate