143,940 Commits over 4,413 Days - 1.36cph!

4 Minutes Ago
Codegen
9 Minutes Ago
merge from computer_io_no_passthrough (very minor, parameter change only)
11 Minutes Ago
remove computer station passthrough, slightly move input plug to line up better with model
25 Minutes Ago
Reapply Antihack.cs #if SERVER changes
31 Minutes Ago
merge from main -> fix_foundation_clipping_rocks
55 Minutes Ago
ServerSetFrequency changes in RFReceiver to make it easier for Oxide to patch the method
1 Hour Ago
Fixed lunar wall dividers all named Wall Divider Pack Added a new key for the pack
1 Hour Ago
Fixed barrels and shelves showing the new hidden base redirect item in store pages
1 Hour Ago
Manually bumped up the renderer bounds of feet, hands, and torso. Fixes parts disappearing in niche situations.
1 Hour Ago
Fixed the mess with ice throne showing as Ice King Pack
1 Hour Ago
merge from storepage_abyss_fix
1 Hour Ago
merge from storepage_frontier_fix
1 Hour Ago
Fixed hazmats named Abyss Pack in the abyss pack store page Added a proper token for Abyss Pack
1 Hour Ago
Various kiosk fixes
1 Hour Ago
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1 Hour Ago
Kiosk lighting
2 Hours Ago
increase max player sprinkle
2 Hours Ago
Added missing railroad planter box to the frontier DLC store page Also fixed triangle planter redirect
2 Hours Ago
Final volume checks
2 Hours Ago
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2 Hours Ago
allow mortar to be picked up without hammer (flag if the pickup prompt becomes annoying)
2 Hours Ago
Use player volume rather than player score. This prevents servers with 1/2/3 players that have hit max player count from being put up the rankings
2 Hours Ago
Missed one more DigitalClockAlarm pooling issue
3 Hours Ago
New default sorting order - Initially sort via population - Use distance as tie breaker - Very occasionally sprinkle in lower pop
3 Hours Ago
Enable STUDIO_DRAW_NO_SHADOWS for particle models "Render models" particle renderer sets up model lighting * Copied what "render_blobs" does from Portal 2. Nullout some render structs on creation Add NULL check to CBaseEntity::GetLuaEntity() Added Insurgency (Standalone) to mountable games list Some base_npcs.lua placeholders Fixed clients getting stuck on loading screen sometimes * CNetChan::UpdateSubChannels() used integer math to decide how many fragment packets to send, the default value wasn't a multiple of the FRAGMENT_SIZE, so the last fragment was basically discarded. Now we account for that by ceil()-ing the number after calculating it using floats * Changed net_maxfragments to be a multiple of FRAGMENT_SIZE (28000=>24576) Fixed re-selecting ragdoll with Faceposer corrupting values Fix workshop support when Steam throws errors * When Steam throws errors during subscription info gathering. Prevent corruption of the net channel due to fragments * Perform some self-tests when sending fragments over the wire. * Especially if some brainiac decides to bypass net_maxfragments limits Make concommand.Add errors non halting Combine mines ignore dead players * Also changed where "ignore players" setting is checked for hopefully more performance. Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.
3 Hours Ago
Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.
3 Hours Ago
Garage door industrial animations
3 Hours Ago
merge from game_room_dlc -> darts_game
3 Hours Ago
merge from main
3 Hours Ago
only show 5 leaderboard spots
3 Hours Ago
merge from fix_storage_adapter_invisible -> main
3 Hours Ago
Fix storage adapters going invisible - force the LODComponent to refresh when it's parented to a static entity to handle all the edge cases where the LODComponent is initialized at 0,0,0 before parenting
3 Hours Ago
Kiosk lighting WIP.
3 Hours Ago
Fixing chicken suit skeleton skin
4 Hours Ago
Cherry pick 150710, 150711 (moved SkinnedMeshRenderer convert button to the context menu)
4 Hours Ago
Compile fix
4 Hours Ago
Editor: moved SkinnedMeshRenderer convert button to the context menu, as its overriding the builtin custom editor
4 Hours Ago
Ninja suit skinning fix
4 Hours Ago
Fixed electric furnace gibs not being skinned
4 Hours Ago
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
4 Hours Ago
Merge from main
4 Hours Ago
Merge from workbench_upgrades
4 Hours Ago
merge from main
4 Hours Ago
Make entityComponent.baseEntity work in OnEnable
4 Hours Ago
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
4 Hours Ago
Fix
4 Hours Ago
merge from mortar_prototype
4 Hours Ago
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4 Hours Ago
Another attempt at fixing scaled colliders / impact effects on the mortar
4 Hours Ago
Change radial option from "Open Inventory" to "Upgrade Workbench"