193,887 Commits over 4,079 Days - 1.98cph!

12 Months Ago
merge from main -> fix_planner_reset_construction
12 Months Ago
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12 Months Ago
Make PhysObj:GetFrictionSnapshot start at index 1 again
12 Months Ago
Tesla coils and igniters now automatically heal themselves when under building privilege Approximately 8 HP after each decay tick (10 minutes), if not damaged recently
12 Months Ago
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12 Months Ago
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12 Months Ago
Lets try exposing sound duration stuff to linux srcds
12 Months Ago
vendor turret prefab - model, lods, materials and basic prefab setup
12 Months Ago
Finish making strokes not overlap with themself, which was making it difficult to use low opacity values This makes it behave more like a real painting app where you can't paint over somewhere that you already painted in the same stroke https://files.facepunch.com/Rohan/2024/May/29_11-16-AdvancedNorthernfurseal.mp4
12 Months Ago
Fix NRE when loading into server Fix NRE when switching servers - caused by not removing from static List when monument is destroyed
12 Months Ago
Fixed Entity:FollowBone not working with boneID 0. Fixed SoundDuration returning wrong values for MP3 files It was a sneaky bug in the MP3 parser It's still an approximation, but it is very close now. (+/- 0.1s) Also make it skip ID3v2 data Fixed .wav SoundDuration being off by number of channels on srcds Let's try not disabling SV_GetSoundDuration on srcds
12 Months Ago
Adjusted FX behave better to occasional rapid movement and sudden directional changes. Performance: Made Bradley mid-air cannon tracers not have super expensive shadow casters, and adjusted light to compensate.
12 Months Ago
merge from allow_barricades_monuments -> aux2
12 Months Ago
Apply same treatment to stone, concrete & sandbag barricades (can't place on monument concrete, can place on the terrain)
12 Months Ago
Added a method to get the current restraining item. Interaction checks now check for surrendering or specific restraint item settings. Suicide can now be blocked by restraint items. (blocked for handcuffs)
12 Months Ago
Wooden barricade only buildable on the terrain parts of a monument, block it on all the concrete parts of a monument https://files.facepunch.com/jakerich/fyl41vRDD6IA5gyt/BM9AhaPzcWubIRbQ.mp4
12 Months Ago
merge from cine_entities
12 Months Ago
merge from SAMVehicleSleep
12 Months Ago
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12 Months Ago
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12 Months Ago
radtown sign metal smooth texture
12 Months Ago
radtown gate lod0
12 Months Ago
Reapply subtract
12 Months Ago
merge from main -> qol_building_blocked_visual
12 Months Ago
Set item locked status correctly. VM now unlocks correctly visually after minigame.
12 Months Ago
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12 Months Ago
Being pushed or taking damage cancels unlock minigame
12 Months Ago
removing unused prefabs
12 Months Ago
added texture mask for radtown shed roof.
12 Months Ago
reworked radtown shed roof to use texture masked material.
12 Months Ago
Added IsRestrainedOrSurrendering. Changes to loot locking. Always allow belt access (surrendering or cuffed) but don't allow the victim to modify belt. Don't lock belt inventory, just prevent moving out of it by the owner. (other inventories are locked) Interaction changes.
12 Months Ago
subtracting 98092 qol_building_blocked_visual
12 Months Ago
subtracting 98091 fix_planner_reset_construction
12 Months Ago
- ▇█▊▆▇▉▆ ▌▆▍▇▋▋ ▍▆▆▍▋▅▋▇ ▊▄▆▉▋▄ ▅▄▍▅█▌▇▇ ▅▄ ▊█▇▅ ▆▇▇▄▊▇▌ ▍▇▆▄▇█ █▊ ██▊▊█▄ ▌▇ ▌▍▍▇▊▄▆▆▆ ▌▊▅▇▋ ▅▍▇▆▆▊ ▋▅▄▇ ▌▋▋▊▄ ▌▍▄▇▄▉ ▄▊▍▆▌▅▍▋▉▌▇▇▋▆▊ ▆▅▌▆▊ - ▊▍▉▉▌▇▊ ▆█▍▉▋▇▆ ▄▆▇ ▄██▋▇ ▉ ▉██▍▇▇▊▋▆▅ █▌▅ ▅ █▇█▉▋▇ ▊▆▉▄█▆▇▌▅█ ▌▌ ▇▇▍▄-█▇-▇▍▌▅▇ ▊▌ █▌▅▍▊▍ ▌▄ ▄▍▇ ▍█▉▄▍ ▋▉▋▆▉▉▋ ▅▇▌▄ ▆▌██▌▌▅▄ - ▇▆▍▉█▍ ▌▆█▊ ▅▄▌▆▍▅ ▊▉▇▇▍ ▄▍ ▉▌▌▊▆▊██▄ ▇█▋▋▋▄▇ ▇▊▆▆▉▅ ▋▅ ▄▌▇▋▇▉▋▅▆ ▆▇▊▉▇ ▊▊ ▄▆▅▋█▉▆ ▇▉▆'▄ ▋▊▋██▄▊▊▇ ▆▋▅█▉▆ ██▇▇▋▄▍ ▊▆▇▍▍▋█▊▍▅▄ - ▉▍▉ █▌▍▊▌▋▇▇▆▄▊▅▆▄▋ ▄▆▉▍▌ ▍▉▅▉▄ ▍▅▊▇▉▅ ▍▊▊▍▊█▋▌▇▊▇▄ ▆▆▋█▇▍ ▌▍█▉ ▅▉▍▊ ▇▉▍▉ ▊▍ ▋▍▋▉ ▉▅▄ ▉ █▊▊▅▊█▌ ▆▆█▋▋█▉▊ ██▄▍ (▍▄▅▍▋ ▍▇▆▇▉▆ ▍▆▌ ▇█▋▍▍▍█ ▌▅▆ █▌▌▉▅▇▆▅/█▅▅▉▆▋▌▆▆▆ ▉▋▄▉█▍▅▄▌)
12 Months Ago
merge from qol_building_blocked_visual
12 Months Ago
merge from fix_planner_reset_construction
12 Months Ago
merge from fishing_changes_june_24
12 Months Ago
merge from HeliDrivingImprovements
12 Months Ago
merge from techtree_workbench_multi_access
12 Months Ago
merge from RepairBenchSkinName
12 Months Ago
merge from io_seismic_sensor
12 Months Ago
merge from small_oilrig_vent_fix
12 Months Ago
reapplying 98066 hackweek_renderlod_collapse
12 Months Ago
oilrigs S2P
12 Months Ago
tweaked volume placement
12 Months Ago
small rig vent prefab was missing environment volumes
12 Months Ago
Re-exporting large oilrig vent mesh with correct normals Redid the small rig vent collider to be like the large one since the large one does work
12 Months Ago
Merge from main
12 Months Ago
Subtract 98066 (trying to fix broken build)
12 Months Ago
More fish bait value adjustments: Anchovy, herring and sardine bait value is now 2 and can be used in stacks of 2 (use 2x to reach 4 bait value) Small Trout, Yellow Perch bait value is now 5 and can be used in stacks of 2 (use 2x to reach 10 bait value) Catfish, Small shark, Salmon, Orange Roughy are now 10 bait value and limited to 1 stack Raw fish meat is still 0 bait value Rationale: Use smaller fish as bait to catch bigger fish, with the risk of losing your bait and having to start from the small fish again. No longer allow raw fish meat to be used as bait so a large fish can't be gutted to restart the cycle The goal is to introduce a risk element - do you cash out with your medium fish or use it as bait to try and get a bigger/better fish