136,817 Commits over 4,444 Days - 1.28cph!

Today
Medium apt labels & related corridor lighting tweaks.
Today
Fix static elevator lift "raise single floor" menu being stomped in CS 154047
Today
Merge from main
Today
update from main
Today
supermarket freezer mesh and texture updates
Fix condition failed speech node data being wiped if the standard resulting node is unset
Today
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Today
merge from apartment_complex_monument -> main
Today
merge from prototype -> apartment_complex_monument
Today
Fix eject position not assigned on the small apartment Move a few things under furniture root
Today
Slightly shrink size of combat zone triggers in apartments to avoid triggering teleport when player is walking into the invisible barrier
Today
gamesroom shotgun trap - greybox added - intial prefab setup - item created - icon created - material created - ran localization & manifest
Today
Fix apartment entities missing from manifest entity list too
Today
Update apartment prefabs (labels updated from manifest)
Today
Update manifest (apartment entities got lost?)
Today
Lower slots of bathroom sink & medicine cabinet from large box -> small box
Today
Implement RemoveAllPlayers() to teleport all the players out of the room when the lease expires / apartment is checked out
Today
Rename DailyScrapUpkeep -> CachedDailyUpkeep to make it more clear
Today
Fix initial scrap not being added to upkeep terminal because the upkeep terminal isn't a part of the list of furniture
Today
Limit func_ladder dismount search count per ladder * So if using silly console commands the game doesn't lock up trying to check the known universe for dismount points Barnacle tweaks * Prevent barnacles trying to grab PhysGun frozen props since they'd be unable to grab those props and will just keep tugging at them forever * Heavy and frozen props will cause barnacle tongue to float above said props, not go through them * Try to prevent rare barnacle crash Minor cleanups Fixed Fast Headcrabs using Normal Headcrab health convar Fixed Think hook serverside running even if last curtime is same as current Added timer.IsPaused Minor cleanup: Make IsEntity an actual alias internally Switch Lua timers to double curtime * Seems like an important system that should have this Merged Pull Requests * Spawnmenu localized search * Turkish localization updates for TTT * Consistent stripping of bogus characters from server names * Lua implementations of TypeID and is<type> globals Added new argument to steamworks.FileInfo - bool extraInfo * If set, "description" will be up to 8000 bytes long (255 is the default), and "extra_previews" data will be fetched and returned Block some snd_ and dsp_ cvars that save to config
Today
First pass on gear boxes for maintaining water treatment plant tank - Insert gears into gearbox - When gears are present, valve wheel can be turned - Turning valves increases pressure in water tank - WIP: Above certain threshold, tank is active and begins to produce water.
Today
Add features to ItemBasedFlowRestrictor, to prepare for water treatment plant gear boxes - option to destroy 1 passthrough item every x seconds, instead of decaying condition - option for locking inventory once passthrough items have been inserted (cannot be removed)
Yesterday
Fix apartment oven in the penthouse being called "large furnace" in the loot panel instead of "Oven"
Yesterday
Apt. door lighting fixes part 2
Yesterday
Fix furnace in medium apartment not being under "furniture" root
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
update apartment_complex_monument/prototype
Yesterday
Fix compile errors
Yesterday
Make combat zone trigger only on server to prevent client colliders being caught in it - we use flag for combat zone now so don't need it on the client
Yesterday
Fixing poorly lit apartment doors, part 1
Yesterday
Add dialogue to apartment concierge for when no rooms are available Fix rooms available dialogue being invisible when there are no rooms available General small improvements to concierge dialogue tree - add some exit responses, add an intro reset speech node which makes more sense after already having been initially welcomed Add 'rentallroomsoftype' servervar to fake rent out all rooms of a specific type Fix speech nodes looking all fucked up in the dialogue graph if they had lots of text
Yesterday
Fix compile error
Yesterday
All apartments are 3 digit numbered.
Yesterday
TMP stuff in the apartments applied to prefabs. Related files.
Yesterday
potential fix for spawning inside TerrainCollisionIgnore not working
Yesterday
Add an alternative frame debugger window that lets us save/load back captures, diff and create summaries .
Yesterday
Modify ApartmentRoom.IsAuthed() to accept different authorization enums (split ability to loot vs enter the room)
Yesterday
get Standard Refraction working in RRP
Yesterday
Fix clientside triggers not being toggled by the invisible barriers convar
Yesterday
Prevent cheaters pushing themselves through the clientside barrier and being able to shoot players inside before they are teleported out - block damage on the server if the attacker doesn't have the permission to pass through the barrier if invisible barriers are enabled
Yesterday
Step left/right blends - dont work how I want yet
Yesterday
Fix invisible collider being disabled when leaving trigger instead of enabled (it's still being enabled when you come back into range but safer)
Yesterday
Don't teleport players out of non-rented rooms (annoying when noclipping through monument) - safe because apartment door is closed when not rented
Yesterday
update 3p aim close/far pose for pool mini game
Yesterday
Add teleport position failsafe for players that bypass the invisible client barrier
Yesterday
Add `ent open` and `ent close` (to open apartment doors that aren't yours)
Yesterday
Add door toggle so the invisible door gets disabled if the user is authorized to enter the apartment - acts like the invisible barrier isn't there for certain players
Yesterday
fix fog not working switching back to BRP with RRP initially enabled
Yesterday
RRP: fix DoF not working in workshop scene if DoF was disabled in graphics settings