139,581 Commits over 4,505 Days - 1.29cph!

10 Days Ago
Allow IO entities to set custom min/max slack levels when creating connections with that entity Setup minimum wire slack level for connecting to powerline poles
10 Days Ago
Burst compile these jobs in builds, shouldn't have issues with it anymore
10 Days Ago
Mirror icon16/eh.png to match the actual flag Update TTT: Updated Russian localization Added some more flag icons * IC, JE, GG Fixed some potential crash issues Unblock 2 mat_filter* convars from Lua * Since they don't actually get saved apparently Fixed most gamemode hooks from C++ still trying to read returned bool * Basically a whole bunch of Lua hooks called from C++ were still trying to read the return value of the hook as a bool and then never use it for anything. Now we simply do not try to read the boolean that we will never use. Affects over 100 unique gamemode hooks. Remove mat_norendering from engine.dll as well MORE ConVar changes * Unblock viewmodel_fov - not saved in GMod * Block cl_savescreenshotstosteam * Remove voice_debugfeedback - unused Change missed Gravity Gun hooks to also not get return value Manhack tweaks * Make Hacked Manhacks not hit other Hacked Manhacks, and DO hit regular Manhacks * Make regular Manhacks who HATE each other be able to hit each other Hopefully fixed LuaEmitter woes
10 Days Ago
MORE ConVar changes * Unblock viewmodel_fov - not saved in GMod * Block cl_savescreenshotstosteam * Remove voice_debugfeedback - unused Change missed Gravity Gun hooks to also not get return value Manhack tweaks * Make Hacked Manhacks not hit other Hacked Manhacks, and DO hit regular Manhacks * Make regular Manhacks who HATE each other be able to hit each other Hopefully fixed LuaEmitter woes
10 Days Ago
merge from water_treatment_plant_maintainables
10 Days Ago
re-order component placement to fix road terrain creating issues with pipes
10 Days Ago
stronger terrain adjusting on water pipes
10 Days Ago
Applied a similar fix as `158818` to cliff_tall_slope_l_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
10 Days Ago
Tightened up anchors for cliff_hills_large_f
10 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
10 Days Ago
Setup powergrid stage indicators on the new fuseboxes at powerplant Adjusted fusebox positions S2P powerplant
10 Days Ago
Modify setup of all cliff_tall_[a-d] prefabs to use 3 separate TerrainHeightSet raise. Keeping the original big one at origin and then adding 2 smaller radius 10 either side to catch edgecases where the cliff spawns at the right angle where you can walk underneath it. Took some time to get this to always look nice with no abrupt hills in terrain
10 Days Ago
Tighten the detailed colliders, move RC camera slightly forward to try and keep them out of view Remove ignored colliders because Unity doesn't give us hits in order and increasing maxHits a lot is too expensive for this
10 Days Ago
Tightened up anchors for cliff_hills_large_a
10 Days Ago
merge from boat_foundation_clipping_improv
10 Days Ago
increase hull eject velocity
10 Days Ago
Hook up particles to stage based inspector references for later. Realm remove particles server-side
10 Days Ago
New "Carve Selected" button in the CliffSandbox to modify terrain for a single selected prefab
10 Days Ago
configured trigger hurt scaling on boat foundations
10 Days Ago
Merge from PlayerMaintainedMonuments
10 Days Ago
Merge from main
10 Days Ago
LOD / distance fixes. Clamp satellite.descent_seconds to min of 60 seconds as it needs this long for correct transitions
10 Days Ago
added optional behaviour to TriggerHurtNotChild to scale damage by another multiplier, lerped on a heavily appoximated distance from the edge of the trigger to the center (better on smaller volumes)
10 Days Ago
Merge from autoturret_compile_fix
10 Days Ago
Move IRemoteControllable.GetEyesMatrix to server, fixes compile error on AutoTurret implementation
10 Days Ago
Added a terrain height set raise object to cliff_tall_d (this was the only tall cliff without one, allowing there to be gaps in the terrain when it was placed)
10 Days Ago
fix water pipes sounds not playing
10 Days Ago
clamp min damage multiplier on playerboat hurt triggers for better low-speed behaviour
10 Days Ago
Rebuild localization phrases
10 Days Ago
Upped density of power plant chimney smoke
10 Days Ago
Merge from main
10 Days Ago
LOD/fake render setup for new stuff
10 Days Ago
Fix bad merge for vine tree fix
10 Days Ago
Fusebox indicators & related files. Lighting prefab update.
10 Days Ago
merge from PlayerMaintainedMonuments
10 Days Ago
Increased extents/offset of edge terrain anchors of cliff_hills_large_c from 2 -> 2.5
10 Days Ago
Merge from main
10 Days Ago
Enable model
10 Days Ago
Fixes
10 Days Ago
Further tightened anchor setup of cliff_hills_large_b
10 Days Ago
Re-add to prefab
10 Days Ago
Debug rendering for directions
10 Days Ago
Rotate impact effect to match satellite travel direction
10 Days Ago
Merge from PMM
10 Days Ago
Sat entity fx recovery
10 Days Ago
Comment purge/cleanup
10 Days Ago
Tightened anchor setup for cliff_hills_large_c
10 Days Ago
When the raycast checks are enabled, also store the first height map success result, and fall back to that if need be.
10 Days Ago
Add terrain raycast checks, default off, behind a convar.