130,358 Commits over 4,201 Days - 1.29cph!

Yesterday
merge from main -> puzzle_reset_changes
Yesterday
Merge from main
Yesterday
Increase the speed of player elevators (3m/s -> 5m/s) Reduce the delay at the end of the lift movement for player elevators (1s -> 0.2s)
Yesterday
Prevent barrels from starting the reset timer (so players can't shoot barrels to start reset time) S2P
Yesterday
merge from puzzle_reset_changes/arctic_research -> puzzle_reset_changes
Yesterday
Set all spawn groups to spawn their existing maximum amount per tick so it works correctly with the puzzle reset S2P
Yesterday
Remove old elevator IO entity
Yesterday
Fix power status not updating properly when an elevator is killed
Yesterday
Add the rest of the SpawnGroups in arctic to the single puzzle reset - otherwise people could loot arctic for free because AI won't respawn until someone loots the blue keycard rooms
Yesterday
Merge from hackweek_boxsorting
Yesterday
Styling updates
Yesterday
Ignore snowmobile spawn group since it doesn't track snowmobile count
Yesterday
Handle SpawnGroups automatically that don't have enough spawn positions to hit the maximum
Yesterday
Show what SpawnGroup has been looted in the ddraw
Yesterday
Update sort button to restore previous padding settings
Yesterday
Add radiation to arctic research and pause until looted S2P
Yesterday
Codegen
Yesterday
Merge from main
Yesterday
Delete the 2nd puzzle reset for scientist spawners only, attach everything to the main puzzle reset
Yesterday
Merge two PuzzleReset inside the garages into the main puzzle reset - move all the RespawnGroups & ResetEnts over - run "Process" so all SpawnGroup positions are changed - should cause both blue keycard garages to reset with the rest of the monument (except we aren't done yet!)
Yesterday
Added server.monumentPuzzleResetRadiation, will disable the new radiation behaviour and fall back to the old behaviour Removed some leftover logs
Yesterday
Fix 'puzzlereset' command not turning off radiation
Yesterday
merge from boat_building
Yesterday
Can't push anchored boats...
Yesterday
merge from boat_building
Yesterday
Boats can now be pushed by players. Initial checks/limitations. More to do later.
Yesterday
Another fix PuzzleReset not calculating if looted - poll if PuzzleReset is looted instead of caching as loot can spawn after the PuzzleReset checks it's reset causing it to cache the incorrect value - check if the amount spawned is less than maxPopulation instead of comparing total spawned vs deleted
Yesterday
merge from laserdetector_tests
Yesterday
Added a laser detector test for fast moving vehicles detection
Yesterday
Fix puzzle being considered as looted when unlooted instead of correctly checking if no spawn groups exist
Yesterday
Add ddraw to show if the puzzle has been looted or not when `drawpuzzleresets` is enabled
Yesterday
Reset steering when no players are aboard, to stop abandoned boats spinning.
Yesterday
Fix viewmodel bob spazzing out at high curtimes
Yesterday
Remove the ability to use healing "food" items (medkit, healing teas) when prevented from wielding items in a mountable.
Yesterday
Add ConVar `pauseunlootedpuzzles` to toggle "pause puzzle timer until looted" functionality (default true)
Yesterday
undef svc_Menu Fixed CurTime being clamped to float serverside
Yesterday
Pause launch site puzzle until crates are looted S2P
Yesterday
Pause military tunnels puzzle reset until crates are looted S2P
Yesterday
Fix a bunch of things having their own respawn timers instead of using the military tunnels puzzle (even before I deleted the 2nd puzzle reset in military tunnels) - fix bottom lab scientists respawning every 15m instead of with the puzzle (aka stop them spawning on top of players) - fix door barricade above not respawning with the puzzle - fix diesel respawning separately from the puzzle S2P
Yesterday
Rust Birthday Balloons - Added prefabs for all variations, fixed orientation, updated model lods and gibs, added wind shader support, ran manifest, etc
Yesterday
Fix "Process" option for PuzzleReset not setting spawn delay of assigned groups to infinite (so they don't spawn on their own + with puzzle)
Yesterday
Fix menu not working in browser due to recent changes Adjust spawnmenu HTML tabs colors and padding * Make the blue color darker, consistent with main menu * Make the save button have better contrast when hovered * Remove unnecessary padding/margins so there's more space for the content , and the icons are aligned with the category selector box * Removed unused CSS classes (.btn-back) Add hover/active states to some button classes in main menu * Paginator, map categories, addon modals now have :hover and :active states where they didn't use to, makes it consistent with other buttons that do have hover states, etc. Merged Pull Requests (Community Contributions) * Menu: New Game checkboxes cleanup * Menu: Improve modals on Addons page * Menu: Optimise favourite map handling * Menu: Optimise 'ng-tranny' translation module Copy over changes to ReadPreserveEnt from CS:GO Cleaned up Panel.h Minor cleanups for gmod stuff in c_baseentity.h Try a fix for "GetEntServerClass failed for ent 1" Will print "WriteDeltaEntities m_pNewPack is NULL!" when the "fix" is hit, hopefully it will only ever happen in the one case where it would shutdown the local server since it may cause side effects on its own (for clients)
Yesterday
Added v4 player anims to base player animator - default sitting on chair - jumping - freefall skydiving - chute open parachuting anims
Yesterday
set skydiving anims to loop
Yesterday
Fix a bunch of the NMS SpawnGroups not being assigned in the PuzzleReset - they were at the same position so should be picked up but better to be safe - gave each one a numbered name so can confirm fixed - S2P (even though not needed)
Yesterday
Pause NMS puzzle reset timer until crates are looted S2P
Yesterday
Allow SpawnGroups to override their reset behavior - crates above NMS won't start the reset timer - scientists inside NMS could start the reset timer
Yesterday
Add support for puzzle resets to only start counting their timer down once they are looted - easier to check loot than wait for the keycard to specifically be swiped - enabled per puzzle reset - will ignore NPCs being killed outside the monument - very similar to how junkpiles work: start reset timer once the crates have been looted
Yesterday
Laser detector can now detect Vehicle_Large layer (tugboats)