193,474 Commits over 4,079 Days - 1.98cph!

1 Year Ago
Cleanup
1 Year Ago
Occlude underwater rendering.
1 Year Ago
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
1 Year Ago
Looping fix.
1 Year Ago
Recorder preset unsaved change
1 Year Ago
Screen shake configuration and pooling scripts.
1 Year Ago
WIP making cargo dock at both harbors
1 Year Ago
Adjust tax UI display Round up when calculating tax rates (eg. 125 cost, 10% tax = 13 extra scrap)
1 Year Ago
updating motorbike temp model/prefab
1 Year Ago
Fixed artifacts on torch flame.
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Remove PingEstimator editor spam
1 Year Ago
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
1 Year Ago
Changed MLRS default brokenDownMinutes from 10 minutes to 20 minutes
1 Year Ago
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
1 Year Ago
Allow xmas ice high walls to be demolished too
1 Year Ago
Fix ContextMenu opening (with no options) when high walls are past their demolish timer of 10 minutes
1 Year Ago
Fix funky TOD behavior on nexus enabled servers, hopefully
1 Year Ago
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
1 Year Ago
merge from roulette_random
1 Year Ago
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1 Year Ago
FX meta spam
1 Year Ago
Merge cleanup.
1 Year Ago
Various fixes / post-merge unfuckery.
1 Year Ago
merge from auto_map_upload
1 Year Ago
Compile fix
1 Year Ago
Add ability to put items into backpack by dragging the item onto the equipped backpack (rather than opening backpack)
1 Year Ago
merge from static_workbench_slot_fix
1 Year Ago
merge from ai_zone_leak
1 Year Ago
merge from full_serverside_fall_damage_clean_diff
1 Year Ago
merge from auto_map_upload
1 Year Ago
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1 Year Ago
viewmodel prefab - set shell root object on vm script
1 Year Ago
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1 Year Ago
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1 Year Ago
player update. exported/set up ak47 anim set
1 Year Ago
Removed DoorController redundant slot code
1 Year Ago
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1 Year Ago
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
1 Year Ago
DoorController prefab: new sockets, updated lights
1 Year Ago
Converted DoorController to use Socket_Specific instead of the legacy code lock socket system Added support for bone parenting on Socket_Specific
1 Year Ago
Travelling vendor can now be spawned via console command Seeks out first road to move to Acceleration added
1 Year Ago
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
1 Year Ago
Fixed some crashes with DSPs
1 Year Ago
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1 Year Ago
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