198,722 Commits over 4,140 Days - 2.00cph!
Fixed "Core/Foliage" shader not working with decals; only supports no-layers or layer0/default, for now
Actually include the functional part of SolidEnergy shader (DX9 only)
Added SolidEnergy shader from CS:GO
Enables certain things to draw correctly from Portal 2 and Black Mesa
Actually include the functional part of SolidEnergy shader (DX9 only)
Swapped mesh colliders for primatives.
Lowered shelter.
Hide compass when the map is open
Change the patrol heli crate from military crate model to elite / bradley crate model
Added new shader "Rust/Standard Packed Mask Blend" for testing
Add extra colors for industrial pipes
- orange
- light blue
- purple
- pink
Updated Prevent Building Bounds To Prevent Clipping
Moved Storage Adaptor To A More Suitable Position
Disable HL2's sneak attack code for non hostile NPCs
Also disable sneak attacks when ignore players is set, or ai is disabled
Make duplicator actually spawn the correct NPC
It was spawning them by entity class, luckily all of the base ones are present in the "NPC" list, now it spawns them by their actual original name in the "NPC" list.
Make it easier to select addons in the Addons list (Pull Request)
Reduce Panel:DrawTextEntryText type checking
Causes issues with existing addons
Add custom icons for tree nodes in spawnmenu categories (Pull Req)
Added GM:CanCreateUndo hook (Pull Request)
Added new CRecipientFilter functions
CRecipientFilter.AddPlayers( table or filter )
CRecipientFilter.RemovePlayers( table or filter )
CRecipientFilter.RemoveMismatchedPlayers( table or filter )
Add "Bone" field for Entity:GetAttachment
Add optional argument to Loco:Jump - activity
Unhide r_portalscloseall
Added Vector:Distance2D[Sqr](Vec)
Entity:SetIK is now shared (was clientside only)
Added GM:HandlePlayerArmorReduction( ply, dmginfo )
This change moves the armor reduction system to Lua (base gamemode), allowing full control over it.
Fix OOB crashes with Entity.GetAttachment
Fix SteamID placeholder calculation for clients with no SteamID
Make CreateConVar type errors non halting
experimental: dont break mods
Fixed crashes due to CSoundPatch
Add g_ragdoll_maxcount to server settings in spawnmenu
Minor code adjustments
RT_DEPTH_ONLY > RT_DEPTH_NONE for projected textures
Minor changes from upstream
Added missing TF2 map icons
Fallback shaders only if they don't exist
Change default value of mat_depthbias_shadowmap to 0.001
Was 0.0001, was in certain cases caused visual bugs. You can still set it to whatever you want.
Delete crashhandler.dll/so
I am fairly certain these are from Steam client binaries, which are now shipped by SteamCMD automatically
TextEntry improvements
* Fixed SetDrawLanguageIDAtLeft causing cursor selection to be offset
* Fixed deleting a bunch of text and then typing not updating the horizontal scrolling to show the typed text
Main menu workshop changes
Allowed to favorite addons through menu UI
Favorite and Vote Up/Down are now better synched with real values
Favorite categories are not cached
Merged Pull Requests
* Fixed an infinite loop with string.Comma
* Fixed server browser showing lowercase gamemode names for empty categories
Mention nav_quicksave 2 in its description
Merged Pull Requests
Added math.Factorial
Added language string for g_ragdoll_maxcount
Fix citizens healing players with ai_ignoreplayers 1
func_door looping sound fixes
Bump ents.FindInCone/Box return limit to match FindAlongRay (1024)
Added lua_refresh_file <path>
Bump ents library limits to MAX_EDICTS
Enable episodic behaviors for npc_citizen
Improve autorefresh handling for lua_openscript scripts
If the opened script is in one of the special folders such as autorun/, autorefresh those based on our pre-existing rules.
Added ENTITY:TranslateActivity( act ) for `ai` type entities
Do not handle spawnicons and posters during render.RenderView
Added GM:PostEntityFireBullets( ent, info )
This hook is called for every "pellet" of a FireBullets call, contains the performed trace (i.e. which entity it hit, and precisely where), and can block the bullet from firing when returning false
Some of the bullet structure data is not available due to it being deemed useless or "obsolete" when the hook is called.
Altered how missing members of GM:EntityFireBullets return table work
They used to default to weird static values, now will inherit the previous value that was passed to the hook, which seems more logical
Minor code adjustments
Entity.SetPreventTransmit can now accept a table of players or a filter
Added NPC.SetIdealYaw/UpdateYaw/IsFacingIdealYaw
Added NPC.SetIgnoreConditions/RemoveIgnoreConditions
Turn Lua effect creation warnings to non halting Lua errors
Fixed NPC:SetSquad not working when the NPC has no squad
Added IGModAudioChannel:GetBufferedTime()
Fixed addon file conflict problem duplicating file paths on remount
Merge Pull Request - return true for EntityFireBullets in base gamemode
This allows multiple hooks to modify the bullet structure
Don't play ammo pickup sounds for NPCs
Panel:GetText/Value now returns text of RichText panels
Panel:GetText/Value now returns text of RichText panels
Additional explosion bounce and overlay tweaks
added collision to laptop screen back
reworked collision on twitch rivasl desk so it can be deployed on tugboats
Updated and Improved Legacy Furnace Icon to include VFX
merge from HABParentingFix
merge from exploit_clamp_max_fps
merged from TugboatPhysXErrors
merge from ExplosiveAmmoFix
Remove some debug draws in
90153
cherrypicking
90150 - Added a longResourceForgiveness option to BaseMelee, does a second raycast with an extra 0.5m if the player missed on their swing and will only accept the result if the second raycast hits an ore node. Should make it easier to hit the hotspots on ores without having to crouch and climb all over them.
Enabled on the rock only for now
Spawnable static props (torchholder_on, tunalight_on, fireplace_on, lab tables, catina chair)
Added kick and push cine gestures (from frontier bar door interaction).
Added drink and chicken cine gestures - previously unlinked.
Added a longResourceForgiveness option to BaseMelee, does a second raycast with an extra 0.5m if the player missed on their swing and will only accept the result if the second raycast hits an ore node. Should make it easier to hit the hotspots on ores without having to crouch and climb all over them.
Enabled on the rock only for now
Only do the checks while parented
Reinstate
84733, let's try this again
Fix sprinkler wasting water when spreading water into non divisor of 15 (water per splash)
Example:
4 planters = 20% waste
9 planters = 35% waste
Legacy furnace enabled state overhaul
Legacy furnace texture size optimization.
Merge from tutorial_island
Simplified BaseCorpse ClientInit, things seems to be stable now.
Adjust shadow intensity on birch_temperate material to 1, seems to fix x symbol not appearing on that tree
Introduced IsVisibleAndCanSeeLegacy, an old version of IsVisibleAndCanSee with prior behaviour. Applied it to ItemModProjectileRadialDamage to fix explosive ammo damage to construction
Merge from tutorial_island
Manually add the CodeStripping scene to the build script process rather than the editor build settings
Save users.cfg after adding or removing ownerid / moderatorid
Re-enabled gametips for tutorial, but added a CanShowInTutorial property that is false by default so we can manually enable relevant tips
Added a PlayerIsInTutorial property to BaseTip for easy access
Re-enabled how to shoot bows, build options, ore and tree minigame tips
Fixed airfield black tiles when running in low shader quality
Re-enable resource harvest multiplier for tutorial, set at x3 for now
Move chickens closer to player, near the washed up container and fixed some chickens spawning on the ocean floor
Explicitly mention that you need to destroy barrels to get scrap and metal blades
Mention using Floor blocks to build a roof
Media greybox scene tweak
Disable Sequences package for now
Merge from tutorial_island
Fixed storage barrel collision being more complex than necessary, not convex, and breaking Tugboats
Extra debug drawing.
Convars.