137,668 Commits over 4,474 Days - 1.28cph!

2 Months Ago
Debug commands to test whats going wrong with geolocation - Codegen - Rebuild phrases
2 Months Ago
Re-enable `canPlaceInsideRocks` on the terrain checks of foundation prefabs
2 Months Ago
Fix MacOS not rebuilding VPC
2 Months Ago
Undo changes to foundation prefabs since the merge messed up at some point and they ended up with 2x MeshRenderer components throwing strange errors
2 Months Ago
Merge some changes from main * VPC change, minor VPC script changes * Fixed tier1, tier0 exclude VPCs causing warnings during project gen
2 Months Ago
merge from efficiency_desc
2 Months Ago
Efficiency upgrade description change, on the right branch this time
2 Months Ago
Fixed not being able to connect a wire to a door controller when the door is open
2 Months Ago
Subtract new navmesh
2 Months Ago
Readd god rock & anvil rock to craggy
2 Months Ago
Fixed efficiency description to a generic now that it includes explosives /satchels
2 Months Ago
Codegen
2 Months Ago
merge from computer_io_no_passthrough (very minor, parameter change only)
2 Months Ago
remove computer station passthrough, slightly move input plug to line up better with model
2 Months Ago
Reapply Antihack.cs #if SERVER changes
2 Months Ago
merge from main -> fix_foundation_clipping_rocks
2 Months Ago
ServerSetFrequency changes in RFReceiver to make it easier for Oxide to patch the method
2 Months Ago
Fixed lunar wall dividers all named Wall Divider Pack Added a new key for the pack
2 Months Ago
Fixed barrels and shelves showing the new hidden base redirect item in store pages
2 Months Ago
Manually bumped up the renderer bounds of feet, hands, and torso. Fixes parts disappearing in niche situations.
2 Months Ago
Fixed the mess with ice throne showing as Ice King Pack
2 Months Ago
merge from storepage_abyss_fix
2 Months Ago
merge from storepage_frontier_fix
2 Months Ago
Fixed hazmats named Abyss Pack in the abyss pack store page Added a proper token for Abyss Pack
2 Months Ago
Various kiosk fixes
2 Months Ago
Kiosk lighting
2 Months Ago
increase max player sprinkle
2 Months Ago
Added missing railroad planter box to the frontier DLC store page Also fixed triangle planter redirect
2 Months Ago
Final volume checks
2 Months Ago
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2 Months Ago
allow mortar to be picked up without hammer (flag if the pickup prompt becomes annoying)
2 Months 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 Months Ago
Missed one more DigitalClockAlarm pooling issue
2 Months Ago
New default sorting order - Initially sort via population - Use distance as tie breaker - Very occasionally sprinkle in lower pop
2 Months 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.
2 Months 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.
2 Months Ago
Garage door industrial animations
2 Months Ago
merge from game_room_dlc -> darts_game
2 Months Ago
merge from main
2 Months Ago
only show 5 leaderboard spots
2 Months Ago
merge from fix_storage_adapter_invisible -> main
2 Months 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
2 Months Ago
Kiosk lighting WIP.
2 Months Ago
Fixing chicken suit skeleton skin
2 Months Ago
Cherry pick 150710, 150711 (moved SkinnedMeshRenderer convert button to the context menu)
2 Months Ago
Compile fix
2 Months Ago
Editor: moved SkinnedMeshRenderer convert button to the context menu, as its overriding the builtin custom editor
2 Months Ago
Ninja suit skinning fix
2 Months Ago
Fixed electric furnace gibs not being skinned
2 Months Ago
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh