136,320 Commits over 4,444 Days - 1.28cph!

Slightly repositioned check in here text (made it more centred) Scene2prefab
Today
Rename helper method
Added a bit more dressing to the check in desk room
Today
Reduce flickering of view mode selectors in Hammer Add safeguard to hitbox getter Hammer tweaks * info_particle_system uses its effect_name in entity report * Adjust Map Information dialog * Make Map error and Entity report dialogs wider SMG1 grenade and RPG rockets no longer hit health kit bounding boxes * Was previously done to Crossbow bolts only, but these 2 also suffer from this * Changed collision group of SMG1 grenades from COLLISION_GROUP_PROJECTILE to HL2COLLISION_GROUP_SPIT to enable it hitting health kit physics objects Implement health pred changes from TF2 SDK * Implements and adds FTYPEDESC_ONLY_ERROR_IF_ABOVE_ZERO_TO_ZERO_OR_BELOW_ETC flag to player health Print a warning if render.Capture(Pixels) fails to alloc memory Added "Portal Viz Width" option to Hammer 3D settings * Changes how thick "Load Portal File" lines are. Default is 2. Merged Pull Requests + Minor cleanups * Changing a single quote to a double quote * Micro optimizations for gmod_light * TTT: Add check for if GetHeadshotMultiplier exists on carried weapon
Today
Allow combat damage explicitly between two people inside the same room / hostile trigger
Today
Change approach to allowing combat inside the safezone - still consider them inside a safezone regardless where they are in the apartment monument - only whitelist actions we care about + filtering to be safer than fully disabling safezone serverside completely
Today
merge from npc_turret_interference_fix
Today
Remove unnecessary check
Today
merge from npc_turret_interference_fix
Today
Stop autoturret interference from being applied to npc sentries and making random turrets in the apartment complex not shoot anyone
Today
RRP ReflectionProbeEx + vclouds rendering into it
Today
stacked terminals blocker WIP
Today
Dart mini game animation and event updates
Today
merge from prototype -> apartment_complex_monument
Today
Get rid of autoclosing when owner opens their door, I thought it would be better but it's so annoying - you will remember to close your doors behind you once you live in the apartments for a bit
Today
Switch to having combat zone driven by a player flag instead - was akward having the server metabolism driving the safezone flag but the client using the hostile zone triggers - wasn't syncing properly when leaving the hostile area and entering safezone again because the server would wait up to 2 seconds to tell you were in a safezone again so you wouldn't see safezone or combatzone vital
Today
Delete leftover bulky sofa prefab, replace with a regular static sofa
Today
Fixed gestures and misc animations not working
Today
Fixed all old controls now that we're using the new input system. Only allow freecam when we don't have any camera options toggled
Fixed pixel thin gaps between geometry
Today
Buildfix: expose NetworkPosTickCallback setter Tests: none, trivial change
Today
Merge: from cargoship_bot_replication_fix - Bugfix: fix bots/sleepers disappearing from cargoship Tests: spawned cargoship event, spawned bot, followed them for a couple mins - no houdini
Today
Bugfix: ensure netgroup of sleepers/bots is updated when parented to a moving global entity Tests: spawned cargo ship, spawned a bot and moved through net grid for a minute - bot didn't disappear
Today
Fix pan clipping into kettle on the large apartment stove Fix incorrect bear meat visual food setup on small stove
Today
Fix hostile zone trigger not being a trigger
Today
Show "Combat Zone" vital instead of "Safe Zone" when inside your room so it's clear you can take damage
- Swap over to new pool table model - Cleanup - Temp colliders
Today
score rows show a max of 10 rows, with wrap around at max
Today
Fixed player not spawning
Fixed window holes in apartments complex b
Today
Fix various static entities in the apartment complex marking the player as hostile when hit (+general solution for all furniture) S2P (feel free to stomp)
Today
Fixed crafting menu accessory tab remaining open when selecting a skin-only compatible blueprint Update charms UI when selecting blueprints (also fixes crafting items with pre-selected charms using incorrect attachment IDs / wrong charms) https://files.facepunch.com/raul/1b2211b1/22_19-44-GlisteningLightningbug.mp4
Today
Fix NRE when selecting the security guard conversation option - either by updating phrases or by changing the code, unsure which
Today
Today
merge from main
Today
merge from main
Today
move zoom input toggle from reticle to mountable fix dart hovering in front of face in viewmodel fix double throw in local debug cam
Today
Move security guard room from the damaged wing -> basement apartments (so it's easier to find)
Today
Fixed broken grass displacement on the bear trap (snap trap) and landmine
Yesterday
Charity Plushies Outline
Yesterday
local 3p model also gets animation events for dart when viewmodel throws dart model now sticks to 3p hand without held entity
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
Override safezone behavior with the new TriggerSafeZoneOverride, returning "not in a safezone" if they are inside a safezone trigger & non-safezone trigger at the same time
Yesterday
Made it so you can move whilst being in the clan window (matching crafting, contacts and inventory behaviour) Applied HudMenuInput across all clans input fields to prevent movement when they are in focus https://files.facepunch.com/raul/1b2211b1/22_18-21-JuicySeamonkey.mp4
Yesterday
Add TriggerSafezoneOverride to all the apartment prefabs
Yesterday
Create SafeZoneOverride trigger - allows damage inside a set area in a safezone
Yesterday
Fix "DisableSave is attached to a GameObject but can't find entity" warning spam when opening oilrig scenes and in builds
Yesterday
testlist
Yesterday
Elevator bleed fix