143,963 Commits over 4,413 Days - 1.36cph!

17 Minutes Ago
Fixed duped packs in the steam inventory menu if purchased when the game was closed
16 Minutes Ago
merge from steaminventory_newitem
17 Minutes Ago
merge from main
26 Minutes Ago
mortar projectile flight sound implementation
36 Minutes Ago
Fix shop name input being at a weird position when opening the dialog window
38 Minutes Ago
Ensure 'remove all' popup closes if you disconenct
41 Minutes Ago
Support UI popup with empty string titles
55 Minutes Ago
Fixed a bug in VPC to do with game conditionals * It was setting the GMOD conditional only for projects AFTER (and including) server/client.DLL which caused unintended files to be included in 64bit builds due to order of projects being different engine.dll and dedicated.dll builds for 64bit + minor changes * Fixed srcds_win64.exe trying to load 32 bit DLLs * Some minor changes from x86-64 for consistency and cleanliness Build server.dll 64bit
1 Hour Ago
Fix dodgy shadow on apply, modify and discard buttons
1 Hour Ago
Fix broken open transition
1 Hour Ago
Add debug output to VPC warning
1 Hour Ago
empty_country_list_fix -> main
1 Hour Ago
Debug commands to test whats going wrong with geolocation - Codegen - Rebuild phrases
1 Hour Ago
Re-enable `canPlaceInsideRocks` on the terrain checks of foundation prefabs
1 Hour Ago
Fix MacOS not rebuilding VPC
1 Hour Ago
Undo changes to foundation prefabs since the merge messed up at some point and they ended up with 2x MeshRenderer components throwing strange errors
1 Hour Ago
Merge some changes from main * VPC change, minor VPC script changes * Fixed tier1, tier0 exclude VPCs causing warnings during project gen
2 Hours Ago
merge from efficiency_desc
2 Hours Ago
Efficiency upgrade description change, on the right branch this time
3 Hours Ago
Fixed not being able to connect a wire to a door controller when the door is open
3 Hours Ago
Subtract new navmesh
3 Hours Ago
Readd god rock & anvil rock to craggy
3 Hours Ago
Fixed efficiency description to a generic now that it includes explosives /satchels
3 Hours Ago
Codegen
3 Hours Ago
merge from computer_io_no_passthrough (very minor, parameter change only)
3 Hours Ago
remove computer station passthrough, slightly move input plug to line up better with model
3 Hours Ago
Reapply Antihack.cs #if SERVER changes
4 Hours Ago
merge from main -> fix_foundation_clipping_rocks
4 Hours Ago
ServerSetFrequency changes in RFReceiver to make it easier for Oxide to patch the method
4 Hours Ago
Fixed lunar wall dividers all named Wall Divider Pack Added a new key for the pack
4 Hours Ago
Fixed barrels and shelves showing the new hidden base redirect item in store pages
4 Hours Ago
Manually bumped up the renderer bounds of feet, hands, and torso. Fixes parts disappearing in niche situations.
4 Hours Ago
Fixed the mess with ice throne showing as Ice King Pack
5 Hours Ago
merge from storepage_abyss_fix
5 Hours Ago
merge from storepage_frontier_fix
5 Hours Ago
Fixed hazmats named Abyss Pack in the abyss pack store page Added a proper token for Abyss Pack
5 Hours Ago
Various kiosk fixes
5 Hours Ago
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5 Hours Ago
Kiosk lighting
5 Hours Ago
increase max player sprinkle
5 Hours Ago
Added missing railroad planter box to the frontier DLC store page Also fixed triangle planter redirect
5 Hours Ago
Final volume checks
5 Hours Ago
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5 Hours Ago
allow mortar to be picked up without hammer (flag if the pickup prompt becomes annoying)
5 Hours Ago
Use player volume rather than player score. This prevents servers with 1/2/3 players that have hit max player count from being put up the rankings
5 Hours Ago
Missed one more DigitalClockAlarm pooling issue
6 Hours Ago
New default sorting order - Initially sort via population - Use distance as tie breaker - Very occasionally sprinkle in lower pop
6 Hours Ago
Enable STUDIO_DRAW_NO_SHADOWS for particle models "Render models" particle renderer sets up model lighting * Copied what "render_blobs" does from Portal 2. Nullout some render structs on creation Add NULL check to CBaseEntity::GetLuaEntity() Added Insurgency (Standalone) to mountable games list Some base_npcs.lua placeholders Fixed clients getting stuck on loading screen sometimes * CNetChan::UpdateSubChannels() used integer math to decide how many fragment packets to send, the default value wasn't a multiple of the FRAGMENT_SIZE, so the last fragment was basically discarded. Now we account for that by ceil()-ing the number after calculating it using floats * Changed net_maxfragments to be a multiple of FRAGMENT_SIZE (28000=>24576) Fixed re-selecting ragdoll with Faceposer corrupting values Fix workshop support when Steam throws errors * When Steam throws errors during subscription info gathering. Prevent corruption of the net channel due to fragments * Perform some self-tests when sending fragments over the wire. * Especially if some brainiac decides to bypass net_maxfragments limits Make concommand.Add errors non halting Combine mines ignore dead players * Also changed where "ignore players" setting is checked for hopefully more performance. Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.
Today
Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.
6 Hours Ago
Garage door industrial animations