154,550 Commits over 2,649 Days - 2.43cph!

Today
Merge Main->NewWounding
comment
Yesterday
If server saves while player is wounded, just have them die on load. They were getting stuck in wounded state forever.
comment1 Comment
Yesterday
Save BoomBox.BacktrackLength server convar Audio entities will now use the connected audio entity of any other audio entity they encounter when backtracking, should reduce hops and allow further chains of audio entities
comment
Yesterday
Various improvements and optimizations but units still get stuck between portals
comment
Yesterday
Improved fix for picklechuting
comment
Yesterday
Boom box decay while playing music now respects Decay.scale convar
comment
Yesterday
Further prevent picklechuting by ignoring wounded damage immunity if it's fall damage
comment
Yesterday
Fixed power input slot name on disco ball
comment
Yesterday
Re-check majority damage type when progressing from crawling to incapacitated state, not just when going from healthy to wounded (crawling)
comment
Yesterday
Revert the previous poisoning commit to prevent "pickle cave diving"
comment
Yesterday
Cancel pending poison damage when changing wounded state
comment
Yesterday
Fix swimming and ladder climbing being extra slow
comment
Yesterday
Add player.stopgesture_radius to cancel gestures on all players in the given radius
comment
Yesterday
Medkit recovery from wounded no longer works with fall damage (prevent "one weird trick" to fall as far as you want)
comment
Yesterday
If a player is on a ladder when they become wounded, make them fall off
comment
Yesterday
Can no longer record onto a cassette while it's playing
comment
Yesterday
Make the injure command less strict than the real thing, so we don't stop players using it right after being injured previously and so on
comment
Yesterday
Fixed not being able to edit radio settings on held boom box while building blocked
comment
Yesterday
So close to having working flow field that's reasonably fast, except sometimes units get stuck alternating between nodes
comment
Yesterday
▉▄▍▉ ▄▇▋▆▌▇ ▌▇▋▅▋▅▋: ▊▊▄▇▋ ██▄▊▅▇ ▋▆▍▍▍ █▉▍▌▄▊▍▋ ▇▌ ▌ ▋▋██▅▆▇▉█▍ █▌▉██▇, ▅▇▉▊█▍ █▇▉'▌ ▇▊▍▋▇▍▌▊▋▇▆▊▆▉ ▍▇ █▍▄ ▊▇▇▊▇▋▇▌▆ ▇▌▇ ▅▍▇ ▌▊ ▉▋▊█▄▍▋▄ ▅▉▅▄ ▋▅██▆▌█▄ ▄▊ ▍▍▅▉▆▌/▄▄▋▌▊▆ ▋▊▇▉▉ ▇▊▉▆▆▆ ▋▉▆▇ ▌▌▄▌ ▌▊▍▋▋▆▉▋ ▍▄▄▌▆ ██▇▌▄▊ ▇▅█▉ ▇▋ ▋█▍▄█▅▆▋ ▄▌ ▊▌▌▊▇▄▊▊█ ▆▇▍▇▅▌ (▉▌▅▋ ▋█ ▄▉▄▄ ▌▉ ▊█▍▋ ▄▆▉▋█▍ █▇▆█ ▋▄ ▅▇▋▄▌▅▍▇ ▄▍▆▇ ▉▇▌ ▊█ ▉▍▆▉ █▆ ▋▋▇█ ▉▇ ▋█▆▋▍)
comment
Yesterday
Don't let the 'injure' console command put the player into wounded state if they're in a situation where becoming wounded would usually be impossible (this will fix the "can still drive while wounded" thing).
comment
Yesterday
Source updates
comment
Yesterday
Fix another NRE in GoToIncapacitated
comment
Yesterday
Fixed error when using injure console command
comment
Yesterday
Citizen LOD 2&3
comment
Yesterday
Fixed not being able to crouch under half walls
comment
Yesterday
Added LOD3 to Citizen (1.7k tris)
comment
Yesterday
Merge NewWounding->Main
comment
Yesterday
Added LOD2 to Citizen (14k to 3k tris)
comment
Yesterday
Backup
comment
Yesterday
Go directly to incapacitated if player dies from fall damage
comment
Yesterday
Added support for animation going directly from standing to incapacitated (requested for fall damage)
comment
Yesterday
Chunked Flow Field with "portal" connections coming soon(TM)
comment
Yesterday
build !redux_all !ecs
comment
Yesterday
Don't keep track of generated method bodies
comment
Yesterday
Fixed GameModeData default value handling Enable visibleInBackground ECS pixel collision refactor, reflections are working Attempting to fix a leak Don't put methods with stage path conditions in shared method files
comment
Yesterday
Much faster
comment
Yesterday
Struct test - slower (50%)
comment
Yesterday
Bypass tunnel source backup
comment
Yesterday
Airfield move tpoint weaks. Added patrols. Switched spawners to the new generic patrol.
comment
Yesterday
Kind of got flow field generation down to a minor stutter...
comment
Yesterday
Experimental flow field pathfinding
comment
Yesterday
train yard sleep/wake
comment
Yesterday
merge from trainyard
comment
Yesterday
puzzle reset spawners
comment
Yesterday
Update game Merge branch 'master' of sbox Pass "-game" argument to resourcecompiler when building map
comment
Yesterday
Remove EditorLogin Close channels a bit more eagerly Put cancellation in where channels may get blocked up
comment
Yesterday
Add some tests for parsing :not()
comment
Yesterday
Experimental "network to clients" option for Entity.ManipulateBoneAngles/Position (3rd argument, defaults to true)
comment
Yesterday
Merge from render_scale
comment