193,474 Commits over 4,079 Days - 1.98cph!
Occlude underwater rendering.
Cargo ship now docks at both harbors
Cargo ship no longer decides it's target harbor on spawn, every time it hits a patrol waypoint it checks if that waypoint is a harbor approach point for a harbor it hasn't visited yet
Egress time is now only started once all docking is complete, takes the lifetime of the cargo ship into account with a minimum two minute buffer after docking is completed (eg. event time is set to 10 minutes but it take 12 minutes to travel and dock at both harbors - ship will patrol for an additional 2 minutes after leaving the harbor before starting it's egress)
Lots of refactors, rolled a bunch of lists into a single list with a new HarborInfo containing all the relevant information
Recorder preset unsaved change
Screen shake configuration and pooling scripts.
WIP making cargo dock at both harbors
Adjust tax UI display
Round up when calculating tax rates (eg. 125 cost, 10% tax = 13 extra scrap)
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updating motorbike temp model/prefab
Fixed artifacts on torch flame.
Add a tax rate system to the tech tree, adds an additional scrap cost to each purchase on the tech tree
Tax rate is assigned by workbench level, defaults are:
Tier 1 = 0% tax
Tier 2 = 10% tax
Tier 3 = 20% tax
Tax rates are configurable via server.workbench1TaxRate, etc (clamped between 0 and 100%)
Tax rates are displayed on the purchase button on the tech tree
This tax is exclusive to the workbench, research table costs are unchanged
Moved ScrapForResearch from ResearchTable.cs to Workbench.cs as it was only used for work benches
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Temporary code to automatically pause the editor when a long stall is detected. Should hopefully preserve the profiler at the point we need to see it
Remove PingEstimator editor spam
Reuse old p17 empty state logic for sks viewmodel
Use events to turn on the shell in the magazine based
Build manifest so the gun works after loading/saving
Changed MLRS default brokenDownMinutes from 10 minutes to 20 minutes
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C4 & satchel will mark the BuildingBlock it lands on as "damaged" when it sticks to it (but deal no damage until it blows up)
- prevents players from upgrading building block in the 10 seconds before C4 blows up
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Allow xmas ice high walls to be demolished too
Fix ContextMenu opening (with no options) when high walls are past their demolish timer of 10 minutes
Fix funky TOD behavior on nexus enabled servers, hopefully
Allow high walls & external gates to be demolished
- move demolish code from BuildingBlock -> StabilityEntity
- add `canBeDemolished` field
- add `demolish_seconds` convar (default 10m) to control demolish time
merge from roulette_random
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Various fixes / post-merge unfuckery.
merge from auto_map_upload
Add ability to put items into backpack by dragging the item onto the equipped backpack (rather than opening backpack)
merge from static_workbench_slot_fix
merge from full_serverside_fall_damage_clean_diff
merge from auto_map_upload
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viewmodel prefab - set shell root object on vm script
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player update. exported/set up ak47 anim set
Removed DoorController redundant slot code
Unhide sv_maxunlag convar
Minor adjustments to server browser filter UI
You can now click the filter text to tick the checkboxes
Fixed ENT.PhysicsSounds defaulting to true
Added physcannon_instant (defaults to 1)
Exactly as it sounds, makes the gravity gun be able to be used instantly after switching to it, bypassing deploy animation (and sv_defaultdeplyspeed)
This default value preserves the original HL2/GMod behavior
Fixed normal combine soldiers with shotguns having their skin set to the shotgunner one
Reset ammo types on map shutdown as well & Cleanups
Remove more dead code
Explicit default value to GetMemberBool because it is defaulting to true(??)
Workaround animation event IDs on listen servers being set to "invalid" values
Ability to auto join full servers when they get a free slot
https://files.facepunch.com/rubat/2024/April17-7-UnwittingManta.png
The selected updates every 10 seconds now.
Ability to add servers to favorites by IP
https://files.facepunch.com/rubat/2024/April17-11-PinkIvorybackedwoodswallow.png
Make new vgui.Create errors non halting
Because of course mods are already doing silly stuff.
Fixed Lua being able to make the main menu black on disconnect
Fixed a warning about "Invalid texture id -1" on disconnect
Fix certain detail props not rendering on maps with more than 65k of em
Move some hardcoded values of weapon_fists to SWEP.* variables
Merged some pull requests
* Updated TTT Russian localization
* Micro optimizations with weapon_base & GM:DrawDeathNotice
* Fixed some typos in FGD and Lua comments
Update some more spawncions for consistency
Alternative fix for traces not hitting transparent displacements
Better consistency with brushes that use same materials - does not cast shadow and traces hit them
Fixed toolgun ghost entity fading out in singleplayer on some maps
Added vgui.GetAll()
Returns only Lua created panels.
Used to fix PANEL:PreAutoRefresh() and PANEL:PostAutoRefresh() not working
Fixed some crashes with DSPs
DoorController prefab: new sockets, updated lights
Converted DoorController to use Socket_Specific instead of the legacy code lock socket system
Added support for bone parenting on Socket_Specific
Travelling vendor can now be spawned via console command
Seeks out first road to move to
Acceleration added
Added `ENT.PhysicsSounds` for `anim` type SENTs
If set to true, re-enables physics impact sounds for the entity
Spawnmenu one click addon spawnlist generator
https://files.facepunch.com/rubat/1b1211b1/CPZbdPPd9F.png
Fixed IMaterial:GetKeyValues sometimes returning nothing on srcds
Material() now precaches the material, but only if it is not already precached.
Fixed a crash to do with static props when they change models
I.e. when a static prop goes from error.mdl to a more complex one.
Minor: Init variables used in IMaterial functions
Fixed some crashes with DSPs
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