193,456 Commits over 4,079 Days - 1.98cph!
Fix top elevator opening it's doors incorrectly when the elevator is called to the bottom floor and is already on that floor (again)
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
Comment out ping estimator editor spam
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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
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
Adjusted rotation of static crane on harbor_2
merge from toolcupboard_retroskin
merge from fix_ping_estimation_null_tags
merge from fix_server_demos_disk_quota
Subtract
94930, there is now a more general sign fix
compile fix
potential startup fix
Fixed rotation viewing vector zero
Convar'd flee damage percentage
Adjusted zone stale time, danger zone size and max zones 'cache' size
Wrote system to cull least active zone if danger zones overflow cache
Heli now filters its targets based on the danger of the zone they are in
fixed minigun shot sound with high ping
Increased orbit distance
Refactor of napalm time handling in orbitstrafe
Fix NRE caused by null tags when using cached browser & ping estimation
Add `string[] Tags` to standardize tags from cached browser
Update CrowdinUpdate.exe with some extra error handling
minigun ammo type fixes ( heli/turret )
Fix disk quota code not being called
Try catch disk quota code incase file IO errors
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
Added a small animation sequence to the monitors when deployed to hide the server delay
Fix for spawn.cargoshipdockingtest command with parameters not working when multiple harbors are in the world
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
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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
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