140,872 Commits over 4,352 Days - 1.35cph!

1 Year Ago
Fixed autoturrets + attack heli turrets, which I broke in 94719 when adding server-side bullet thickness support
1 Year Ago
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
1 Year Ago
Adjusted cargo ship docking position at harbor_1 so that the swing bridge can close Fixed the second static crane not swinging out of the way when the ship departs
1 Year Ago
Restored upkeep cost, moved detailed colliders to the Deployed layer
1 Year Ago
gibs
1 Year Ago
Fixed spawn.cargoshipdockingtest not working if more than one harbor is in the world
1 Year Ago
Made the docking test map smaller again
1 Year Ago
Remove prefab context scene camera as well
1 Year Ago
Removed TOD Sky stuff from Prefab_Context_scene. Keeping it very simple. Background is now black.
1 Year Ago
retro tc lods, collision, updated textures
1 Year Ago
Made Prefab_Context_scene darker so that models, colliders etc can be seen more clearly against the background
1 Year Ago
Make cargo ship door LODs dynamic
2 Years Ago
Extended crane arm cylinder length
2 Years Ago
balance
2 Years Ago
FishSwarm spawning is load balanced
2 Years Ago
Fixed non-zero-thickness ServerUse projectile hits not registering. Pass in the owner as the ignoreEntity for TraceAll, so they stop hitting themselves
2 Years Ago
harbors S2P
2 Years Ago
tweaked grounds at harbor_1 for bridge pos
2 Years Ago
Fixed egress working if it was in the process of actually entering or leaving harbor
2 Years Ago
Fixed harbor 1 to work with new path
2 Years Ago
Harbor_2: extended dock ladders and volumes lowered surface around swivel bridge by 1.25m on both harbor ground meshes touched up terrain accordingly
2 Years Ago
Fixed fish swarm spawning inside moonpools
2 Years Ago
Fixed corpses floating inside oil rig moonpool / tube
2 Years Ago
texture tweaks, combined mesh
2 Years Ago
Refactored all of the movement code Remade harbor 2 path to work with new movement
2 Years Ago
Fixed muzzle orientation again
2 Years Ago
Fixed attack prefab.
2 Years Ago
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2 Years Ago
minigun thickness
2 Years Ago
Improved cargo docking movement code to handle tighter situations Prevents clipping on harbor geometry Moves on rails with more deterministic movement overall
2 Years Ago
merge from main -> full_server_demos
2 Years Ago
Prefab pooling
2 Years Ago
set up viewmodel rendererer script (and turned on)
2 Years Ago
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2 Years Ago
Ai usage accuracy tests
2 Years Ago
Now loads skins when spawning tool world models
2 Years Ago
player update nailgun set up in unity
2 Years Ago
Attack tweaks. Viewmodel muzzle point pushed back a bit.
2 Years Ago
Changed UI-Pixelate to additive blending
2 Years Ago
NPC flamethrowers don't hurt NPCs.
2 Years Ago
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2 Years Ago
fixes
2 Years Ago
Muzzle & eject loc, speed/cycle iteration.
2 Years Ago
Heavy scientist AI design fixes
2 Years Ago
RTC
2 Years Ago
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2 Years Ago
Updated Minigun Textures to include Barrel Shadowing
2 Years Ago
Merge from main to get latest ASE
2 Years Ago
merge from /main/visualshader
2 Years Ago
Slightly reduce AI effective range to match damage range.