243,525 Commits over 3,898 Days - 2.60cph!

4 Months Ago
Tuned down and clamped crash ragdoll force
4 Months Ago
Created PlayerHud component from GameHud and added chat support (bubbles beneath each player) Playtest Balancing
4 Months Ago
Merge Travelling Vendor -> Main
4 Months Ago
Changed icon to green one Increased icon size
4 Months Ago
Null check
4 Months Ago
disable ambeint sounds on travelling vendor turrets
4 Months Ago
backfire sound
4 Months Ago
Force mount vis changes
4 Months Ago
merge from runtime_profiling_double_physics -> main
4 Months Ago
Fix physics stats being doubled on every frame FixedUpdate runs
4 Months Ago
Terrain can import splatmap from png, tga, jpg, psd
4 Months Ago
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
4 Months Ago
Merge Travelling Vendor -> Main
4 Months Ago
DirectlyMountable check in force mount
4 Months Ago
Fix shadow bias with new Reverse-Z shadow compatibility
4 Months Ago
Merge from main
4 Months Ago
Don't show the timed dismount UI if we're restrained
4 Months Ago
Fix SSAO with Reverse-Z Update shaders with new Reverse-Z shadow compatibility Fix shadow bias with new Reverse-Z shadow compatibility
4 Months Ago
Restrained players aren't placed in the driver seat for Snowmobile or Submarine
4 Months Ago
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.
4 Months Ago
merge from hood_and_cuffs
4 Months Ago
Merge from main
4 Months Ago
Simplify scene ref gizmos, fix leak when closing scene
4 Months Ago
block middle
4 Months Ago
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
4 Months Ago
Revert "Maybe fix map markers shifting around?" This reverts commit 07139186a869d2c5118eb4617cca0a10d984efd7. Probably actually fix markers shifting around
4 Months Ago
Moved turrets closer to the vendor centre
4 Months Ago
Added random engine backfires
4 Months Ago
Maybe fix map markers shifting around?
4 Months Ago
4 Months Ago
Add BindingSurface.Node
4 Months Ago
Tweaked acceleration reduction when taking damage
4 Months Ago
Few small fixes trying to get the map markers to stop shifting around
4 Months Ago
Removed AmbientLightLOD components from the search light, fixing spotlight intensity issues
4 Months Ago
Finished Shop and it's functionality. Can purchase new weapons from the shop with earned coins.
4 Months Ago
Fix some files (.razor) not opening in code editor from compile status window
4 Months Ago
Hotload: Skip some System.Text.Json types
4 Months Ago
Check if sound handle is valid
4 Months Ago
Scene might be null - store pawn in var
4 Months Ago
Hopefully fix compile error
4 Months Ago
Body might be null, component list might be null
4 Months Ago
Add more ? everywhere
4 Months Ago
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
4 Months Ago
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
4 Months Ago
Only do CameraController.SetActive when we need to, fixes #149
4 Months Ago
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
4 Months Ago
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
4 Months Ago
w_handcuffs fix - updated static & rigged meshes with updated mesh to fix missing faces & incorrect uvs
4 Months Ago
Dictionary control widgets can't be edited when readonly
4 Months Ago
Added side turrets to the vendor