243,525 Commits over 3,898 Days - 2.60cph!
Tuned down and clamped crash ragdoll force
Created PlayerHud component from GameHud and added chat support (bubbles beneath each player)
Playtest Balancing
Merge Travelling Vendor -> Main
Changed icon to green one
Increased icon size
disable ambeint sounds on travelling vendor turrets
merge from runtime_profiling_double_physics -> main
Fix physics stats being doubled on every frame FixedUpdate runs
Terrain can import splatmap from png, tga, jpg, psd
Hint Notification SFX
Coin SFX
Added weighted bar to the top of the screen to show who's currently ahead
Made Cell colours more vibrant
Game End State
Split BugListHud into SidePanel and BugList
Revealing a cell has a chance to drop coins
Apply angular damping to rock as well
Created ResultsHud + Some various polish and bugfixes
Merge Travelling Vendor -> Main
DirectlyMountable check in force mount
Fix shadow bias with new Reverse-Z shadow compatibility
Don't show the timed dismount UI if we're restrained
Fix SSAO with Reverse-Z
Update shaders with new Reverse-Z shadow compatibility
Fix shadow bias with new Reverse-Z shadow compatibility
Restrained players aren't placed in the driver seat for Snowmobile or Submarine
Fix typos
Rocks properly detect when they have come to a complete stop
Make BroadcastHit an Authority call
Apply friction to rocks once they've hit the ground
Added "Place Bugs For Me" button
Basic Hint System. Give hints for the different revealed cell colours.
merge from hood_and_cuffs
Simplify scene ref gizmos, fix leak when closing scene
Fix shaky pinch zoom
Fix map position changing at the end of a pinch zoom
Possible fix for crash when removing cameras/devices
Few small fixes trying to get the map markers to stop shifting around
Maybe fix map markers shifting around?
Revert "Maybe fix map markers shifting around?"
This reverts commit 07139186a869d2c5118eb4617cca0a10d984efd7.
Probably actually fix markers shifting around
Merge branch 'master' into release
Revert "Maybe fix map markers shifting around?"
This reverts commit 07139186a869d2c5118eb4617cca0a10d984efd7.
Probably actually fix markers shifting around
Moved turrets closer to the vendor centre
Added random engine backfires
Maybe fix map markers shifting around?
Tweaked acceleration reduction when taking damage
Few small fixes trying to get the map markers to stop shifting around
Removed AmbientLightLOD components from the search light, fixing spotlight intensity issues
Finished Shop and it's functionality. Can purchase new weapons from the shop with earned coins.
Fix some files (.razor) not opening in code editor from compile status window
Hotload: Skip some System.Text.Json types
Check if sound handle is valid
Scene might be null - store pawn in var
Hopefully fix compile error
Body might be null, component list might be null
Gamemode cvars: Added "replicate" field
If set to 0, removes REPLICATED flag from gamemode cvars
Use this for sandbox cvars that don't actually need replicating, such as sbox_weapons
Fixed util.DecalMaterial to actually work
TTT: Updated localization files (Community Contribution)
Fixed vrad not writing light flags to the BSP
Fixes "Cast entity shadows" option in Hammer to not working.
Also added info to the hammer option about how to properly make it work.
Fixed DNumSlider reset to default via MMB not functioning correctly
Entity.GetBodyGroups returns "empty" for submodels with no meshes
Added Entity.GetFlexType ( id ) = string
Returns model defined flex controller "type" or the group
Added Color:Lerp( target, frac )
Small changes
* Fix DForm description
* DNumSlider.SetEnabled also affects its DLabel
* Finger poser and Faceposer correctly rebuilds UI on loss of entity
* DLabel.SetDark disables SetBright, and vice versa
* DLabel.SetHighlight always overrides SetDark AND SetBright
Added string.NiceName & use it for bodygroup names
It converts "names_likeThis" to "Names like This". There have been multiple implementation in the base game, which are not all using the same function.
IMaterial:GetColor returns an actual Color
Disabled DLabel has faded out colors
Fixed file.AsyncRead erroring after Lua shutdown
Faceposer flex groups
The groups are defined by the models themselves.
https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg
Fixed nextbot deaths counting twice for npc_maker
Restore game_text rendering same text channel multiple time
Block "Miscellaneous Symbols and Arrows" unicode block in server browser
Free font materials & textures on disconnect
Change default of gmod_uncache_test to -2
I need to verify the changelevel crashes are caused by this.
Fix game_text crashes
fix compile error
Move "Model X has mismatching model version" to -verbose (vbsp.exe)
Temporarily partially disable "CBoneAccessor invalid bone id" warnings
For cases with error models
Remove more debug logs
Bugs only drop coins on death, not on deletion
Player Coins
Add to coin count on bug death
Fix segment order on InspectorPanel
Don't consume pebble HitCount when hitting an already hit cell
Added Cost to WeaponResource
More coin drop fixes
Created ShopPanel and button to open Shop
AttackingInput does nothing when in Shop
Added Weak Rock Weapon
Only do CameraController.SetActive when we need to, fixes #149
Move "Invalid model scale" warning to PhysObj creation
Fixed warnings about bone access on player death
Fixed case where particle materials would end up with artificial refcount
Free font textures/materials when registering new fonts
This would mean running CreateFont in a render hook no longer fills video memory, and font textures/materials are freed on disconnect properly, no longer accumulating.
Bump severity of mat_hdr_level problem (HDR being disabled)
debug_dump: Separate Lua and non-Lua cvars
Block voice_overdrivefadetime
Add light pos to some vrad warnings
* light has _fifty_percent_distance of X but _zero_percent_distance of Y
* can't solve quadratic for light X Y
Fixed crashes relating to Entity.FollowBone
Entity.FollowBone, SetAttachment and SetParent will throw errors when given absolutely invalid attachment/bone IDs (i.e. less than 0, or above 255)
Add more info to "gamemode is not a table" error
Rework how movement is disabled when player is dead with movetype_walk
Block all .log files
Destroy font texture IDs on frame start, not during rendering
Block file access to ChromiumCache, whatever that is
Fixed a crash when an NPC sees more than 255 enemies
Do Reverse-Z worldtoshadow in lightbinner rather than in shader code, makes existing old shaders have proper shadows with just our compatibility mode
https://files.facepunch.com/sam/1b0211b1/kzfuxUK73z.png
w_handcuffs fix - updated static & rigged meshes with updated mesh to fix missing faces & incorrect uvs
Dictionary control widgets can't be edited when readonly
Added side turrets to the vendor