127,695 Commits over 4,201 Days - 1.27cph!

1 Year Ago
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1 Year Ago
Possible fix for cave culling volumes incorrectly hiding themselves while a player is inside It appears MeshLOD may have been setting the meshfilter of some meshes to null before CullingVolume has a chance to build the volume bounds, leading to bounds that were too small Added debug.printCullingVolumeInfo to print the current volumes the camera is inside of for debugging
1 Year Ago
Fixed floating bottle in water_well_d
1 Year Ago
Fixed a culling volume setup in cave_small_medium that resulted in being able to see into the void
1 Year Ago
radioactive_water -> Aux2
1 Year Ago
Fixed radiation triggers returning minimal/no rads
1 Year Ago
Speculative fix for MapMarkerCH47.SetupUIMarker NRE
1 Year Ago
Fixed floating IO wires in Radtown Fixed floating stack of license plates in Radtown S2P
1 Year Ago
Remove DontBecomeSolidWithPlayerInside component from waterball, it's deprecated and no longer used Fixed water ball spawning 1m in front of player even if they are standing in front of something solid, fixes sometimes being able to pour radioactive water though walls and killing plants Removed a useless GetComponent in FixedUpdate
1 Year Ago
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1 Year Ago
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1 Year Ago
Fix wolves not properly following players carrying fire
1 Year Ago
Allow removing keys from bb component
1 Year Ago
Fix wolves stopping right in front of players without attacking sometimes
1 Year Ago
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merge from main
1 Year Ago
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1 Year Ago
radioactive_water -> world_update_2
1 Year Ago
Attempt to fix an incorrect GUID error
1 Year Ago
Ensured belt and main inventory on the player do the correct checks. A container filled or refilled in inventory should now correctly notify the rad check system.
1 Year Ago
Made new method called on containers when a child changes radioactive amounts Ensures containerBelt and containerMain do rad checks at the correct times.
1 Year Ago
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
1 Year Ago
When getting too close from fire, have wolves perform a feint and attack anyway (it was weird standing super close to them without them attacking or fleeing) You can still swing the torch to drive them away, but they'll get progressively closer if you're not swinging Fix wolves charging despite fire in some circumstances
1 Year Ago
Fix wolves not playing growl anim anymore when startled by fire (regression) Have wolves veeeery slowly approach when fire is present, to make it clearer that just standing still for a long time is not a good idea
1 Year Ago
Fix wolves making crazy leaps onto player rooves or at players on top of ladders
1 Year Ago
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1 Year Ago
Fix wolves not stopping eating when friend nearby gets hit (bros before steaks) Fix wolves often charging instead of circling Fix wolves barking mid fight when very close Give wolves some mix-ups between charge and circle to be slightly less predictable when reacting to hits
1 Year Ago
Fix fireball NRE when show fire convar is true, instead of only being considered on fire when stationary, fireballs are always considered on fire
1 Year Ago
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1 Year Ago
progress
1 Year Ago
Update the fire flag on the bow when using fire arrows and aiming, so they can work to scare wolves away
1 Year Ago
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1 Year Ago
Don't try to enable loading screen on linux srcds (compile fix)
1 Year Ago
Replace missing .png/.jpg image data with white color This would happen when a Material()'d .png file goes missing. It used to be undefined behavior. func_smokevolume removes particles when dormant Copy hl2.exe to gmod.exe Always enable loading screen for the `map` concommand Mount floating .GMA files before fetching info about subscriptions So they load in time if launching the game with +map
1 Year Ago
Merge: from main Tests: built all modes in editor
1 Year Ago
Shield feedbacks
1 Year Ago
Update: Disable ItemPooling on Client and make server on by default - Controlling variable is no longer replicated to client. Client-side item handling is very lax and would need substantial changes. I don't want to hold up serverside release to get the full package out, I'd rather relase it bit by bit (and less risk of volatility). Tests: Did all tests with both enabled and disabled server-side Item pooling - Built all modes in editor. - Tried reproducing 2 original bugs - didn't work. - Loaded up a save that used to lead to a bug - didn't happen. - Tested in local 2p session on Craggy - could kill, loot, equip and see changes on characters. - Logs enabled through entire process - client didn't try to explicitly cleanup items (since disabled, as intended). - Validated that it's possible to launch with command line disabling item pooling. - Validated that it's possible to override item pooling with executable args
1 Year Ago
Update: added ItemManager logging of Item's lifecycle - level 1 reports creation, loading and removal - level 2 reports scheduling for removal Tests: ran locally in the editor, switched items, dropped gear, looted existing containers. Checked that we get logging related allocs, but they're small (and I can remove them a bit later)
1 Year Ago
Merge from main
1 Year Ago
Subtracting S2P launch site (world_update_2 conflict)
1 Year Ago
Tightened anchors for cliff_hills_large_c and large_f
1 Year Ago
Skin bundles
1 Year Ago
merge from world_update_2
1 Year Ago
Addd AO maps for all medium and large rock formations Unfiied the look of all rock textures
1 Year Ago
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