193,456 Commits over 4,079 Days - 1.98cph!

1 Year Ago
Fix top elevator opening it's doors incorrectly when the elevator is called to the bottom floor and is already on that floor (again)
1 Year Ago
Potential fix for some elevator doors in NMS not working after a server restart Don't spawn the child door in ServerInit if Rust.Application.isLoadingSave, this is likely due to recent monument entity serialization changes This was resulting in a new, overlapping door getting spawned every time a server saves/loads
1 Year Ago
Comment out ping estimator editor spam
1 Year Ago
Backups
1 Year Ago
Cherrypick 95257
1 Year Ago
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1 Year Ago
Attack FX iteration
1 Year Ago
Add ViewmodelCameraAnimation component to the minigun viewmodel Add a FadeInTime to property to that component that fades in the effect over a given time, softens the impact of the starting offset in the source animation clip
1 Year Ago
Parent merge
1 Year Ago
Merge from main
1 Year Ago
Add a parent volume to the mesh ladder on the rotating cranes, prevents players falling off if they are on the ladder while it rotates
1 Year Ago
Adjusted rotation of static crane on harbor_2
1 Year Ago
phrases
1 Year Ago
merge from toolcupboard_retroskin
1 Year Ago
merge from fix_ping_estimation_null_tags
1 Year Ago
merge from fix_server_demos_disk_quota
1 Year Ago
compile fix
1 Year Ago
Merge main -> Bikes
1 Year Ago
Subtract 94930, there is now a more general sign fix
1 Year Ago
merge from Minigun_2024
1 Year Ago
merge from Minigun_2024
1 Year Ago
compile fix potential startup fix
1 Year Ago
Codegen
1 Year Ago
checked in main
1 Year Ago
Fixed rotation viewing vector zero
1 Year Ago
Convar'd flee damage percentage Adjusted zone stale time, danger zone size and max zones 'cache' size
1 Year Ago
merge from main
1 Year Ago
merge from Minigun_2024
1 Year Ago
merge from save248
1 Year Ago
merge from crowdin_fix
1 Year Ago
Wrote system to cull least active zone if danger zones overflow cache
1 Year Ago
Heli now filters its targets based on the danger of the zone they are in
1 Year Ago
fixed minigun shot sound with high ping
1 Year Ago
Increased orbit distance Refactor of napalm time handling in orbitstrafe
1 Year Ago
Fix NRE caused by null tags when using cached browser & ping estimation Add `string[] Tags` to standardize tags from cached browser
1 Year Ago
Update CrowdinUpdate.exe with some extra error handling
1 Year Ago
minigun ammo type fixes ( heli/turret )
1 Year Ago
Merge from main
1 Year Ago
Fix disk quota code not being called Try catch disk quota code incase file IO errors
1 Year Ago
Re-enabled debugging stuff Flee positions are picked better again Fixed more orbital lock issues Fixed problem with using napalm in no go zones Swapped zones to check positions, rather than players Strafe no go check Patrol points are now recaclulated up to 5 times in order to find one outside of a zone. Monuments are used as fallback
1 Year Ago
Added a small animation sequence to the monitors when deployed to hide the server delay
1 Year Ago
Fix for spawn.cargoshipdockingtest command with parameters not working when multiple harbors are in the world
1 Year Ago
Hide mod_load_*_async convars They are linked to a game hang when enabled, and they are disabled by default. Build vbspinfo.exe Fixed inflator tool no longer working on NPCs Fix portal turret AYAYAing twice when disintegrated via mods Adjust bone manip English strings
1 Year Ago
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1 Year Ago
Bump .exe version Increase default value of budget_panel_height to 800 Fixed PhysicsObject:GetFrictionSnapshot only returning 1 entry Update trace commands mask, to hit more entities Autorefresh: just watch everything in the gamemodes/ folder Certain gamemodes (NutScript) have scripts outside of the main gamemode/ folder and the entities/ folder. Fixed a longstanding crash with CSoundPatch usage Fixed some Lua functions having unused arguments Fixed a crash on exit to do with panels Fix playermodel drifting away in prop_vehicle_crane when holding W or S Fix tiny amount of damage (<0.1) reducing a whole armor point This make our armor handing not identical to HL2, but at the same time, this doesn't make any sense, so let's change it Allow prop_vehicle_crane to receive damage events when player hitbox is not hit Added hitboxes to crane_docks.mdl This was a giant waste of time because it still doesn't work, but at least the hitboxes are there... Lua file clean ups * Mostly deprecated functions removals * Replaced usage of DImage:SetMaterial with SetImage when the argument is a string * Removed usages of Tool:GetSWEP() => Tool:GetWeapon() * Removed some remaining usages of self.Entity * Fixed Winch right click not setting rope color correctly * Removed arguments provided to EnableVerticalScrollbar (it has no arguments) * More misc (unused/missing) function argument related clean ups Enable "permanent failure" check on SRCDS steam logon failure Was commented out because it required a newer SDK version, which we now have. Basically will login anonymously if the GLST is invalid I think Prevent ent_create player Gravity Gun obeys sv_defaultdeployspeed Yes, this means that you can no longer grab AR2 balls that you yourself fire without increasing sv_defaultdeployspeed above the default of 4 Fixed crashes with ENT.RenderGroup = RENDERGROUP_STATIC(_HUGE) Remove mat_stub Fixed a crash with gameui_show_dialog and remove the concommand Potential crash fixes to do with traces Fixed a crash due to missing attacker in player takedamage hook
1 Year Ago
Parent merge
1 Year Ago
Merge from main
1 Year Ago
Fix for "Look rotation viewing vector is zero" warning during crane movement after a server restart Fix starting rotation not being saved properly resulting in crane making strange movements when resetting after placing a container after a server has been saved and loaded In the event that this was not saved (staging saves) a crane will copy the rotation of the docking cargo ship as it's starting rotation which should mostly fix the issue
1 Year Ago
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