141,253 Commits over 4,383 Days - 1.34cph!

Just Now
Made logging editor only
4 Minutes Ago
.meta files
4 Minutes Ago
Add purchase price for apartments (placeholder values)
5 Minutes Ago
Add a new blend tree to the walk state that is enabled when the relaxed flag is enabled (already used by AI) Matches existing relaxGunPose parameter but it's a float so we can use it in a blend tree Fixes patrolling AI jogging in slow motion all the time
5 Minutes Ago
Apply tax to hqm & sulfur
5 Minutes Ago
Add code to support taxing the items inside apartment rooms - only need to configure tax on base items like HQM and sulfur - it will calculate the amount of sulfur + HQM inside crafted items based on the ingredients and apply the respective tax to each derived item - example: sulfur = 30 scrap / stack, gunpowder = 60 scrap / stack & rockets = 117 scrap / stack - can override the tax for a crafted item if needed
3 Hours Ago
Moved neon signs into generic props folder. Started first pass of texturing + material setup. Proper art for "open" neon sign. Rest is WIP.
3 Hours Ago
Fixed bugbait crashing in a certain scenario Prevent invalid VTF file flags from crashing the game For TEXTUREFLAGS_RENDERTARGET / TEXTUREFLAGS_DEPTHRENDERTARGET flags, instead of refusing to load these files, simply remove the flag so we don't crash later on. These flags are invalid to be in files. Move ANISOTROPIC stuff from DImage to notification lib Added SENT_AI:ResolveCustomFlyCollision( trace, vecVel ) Fix player NPC squad HUD not having a background * Also make the HUD element fit all NPCs following you (up to 16 right now) Delete some unused CGarrysMod stuff * Also block building_cubemaps convar (can still read it) * Removes IGarrysMod::MD5String, PlaySound, GetMapName * Removes CGarrysMod::SteamLogon, UpdateVGUI, MD5String, PlaySound, LoadDLLModule, GetMapName, GetServerAddress, m_ServerAddress, IsSteamOverlayActive, OnGameOverlayActivated Bump renderData to 16MB max * Was 4.4 MB. This is a bandaid fix for many skinned meshes existing on screen at once causing crashes (on x86-64)
4 Hours Ago
Sort network cell tile offsets so the closer ones queue up to be networked first
4 Hours Ago
Handle the weird string prefab references in Skinnable to make bbq.workshop.prefab go in the right AssetScene
4 Hours Ago
Swap the apartment rooms from static prefabs to entities
4 Hours Ago
Add new entities to manifest
4 Hours Ago
Add prefabs for entity versions of apartment rooms - small, medium, large Add entity for apartment building controller
4 Hours Ago
Add code for apartment rooms and the apartment building controller
5 Hours Ago
Merge from terrain_lower_fixes
5 Hours Ago
Bake before loweing terrain in holes (commented out for now due to a bug)
5 Hours Ago
Military tunnel s2p for updated terrain lowering
5 Hours Ago
Launch site s2p for updated terrain lowering
5 Hours Ago
Merge: from main
5 Hours Ago
Don't lower terrain on the edges of holes Fix terrain lower OOB when alpha map resolution doesn't match heightmap resolution
5 Hours Ago
Update: add Pause/Resume to ScopeRecorder and SlowScopeRecorder Tests: tried them in throw-away code, works but exported result looks wonky and needs more work
6 Hours Ago
Update: ServerProfiler - add ability to pause & resume active recorders - added couple unit tests - release binaries built from 61cba2fc Tests: ran unit tests
Today
Increasing build step timeout by 5 minutes to allow FPBuild to handle zombie process properly
Today
Add apartment complex to Scene top context menu
Today
Update scientist for new navmesh
Today
Bugfix: Simplify RecordContext memory management in ServerProfiler.Core - release binaries built from 39f0cfa4 Worst bug was that 2 threads sharing one recording buffer Tests: recorded a bunch of test coroutines (2 frames worth each) via RecordScope, then ran a perfsnapshot for 10 frames - no issues.
Today
update apartment_complex_monument/prototype
Today
Assign new model prefab to reinforced item Hooked up reinforced model positionining.
server_browser_improvements -> main
Server browser favourites are now optionally put to the top. Users can enable/disable it in filters. This option is saved between sessions
Today
added gibs for all the reinforced tiers and updated reinforced prefabs
Today
Fix the red build block visual preview not showing the smaller zones at the harbors as well as only showing one of the two zones at abandoned cabins Fixed by manually adding the preview prefab to those volumes, S2P both harbors and swamp_c
Today
Merge from main
Today
Forgot to include it in the usage help string -.-
Today
Reapply 144020 (crypt building skin upgrade_radius) after stomp
Today
Merge from ugc_screen_blur_fix
Today
Fix missing terrain and foliage in report screenshots
Today
Merge from vine_descend_fix
console_quickjoin_fix -> main
- Ensure typing 'connect' in console will also update the quick join UI - Cleanup PlayerJoin.cs - PlayerJoin is now the main way to tell other systems (ui, history) that we are joining a server. Using client.instance.connect bypasses everything ui related) - PlayerJoin now uses client instance on the backend rather than connect (which is now a wrapper over PlayerJoin)
unskinned_windmill -> main
Missing instanced mesh filter
- Ensure transmission rotates again with the vanes - Rebuild deployable prefab to follow the windmill.prefab instead of doing its own thing - Small overall cleanup
main -> unskinned_windmill
Today
merge from tincanalarm_v2
Today
colliders for the previous batch of prefabs
Today
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Today
merge from fillmounts_horse_fix
Today
merge from main
Today
merge from wallpaper_nre_fix2