157,001 Commits over 4,536 Days - 1.44cph!

2 Years Ago
merge from world_update_2
2 Years Ago
updated manifest (dpv was lost in the merge)
2 Years Ago
Fix wolves that are stuck spamming pathfinding and traces
2 Years Ago
Merge from main
2 Years Ago
Merge from dartmod
2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
Possible fix for cave culling volumes incorrectly hiding themselves while a player is inside It appears MeshLOD may have been setting the meshfilter of some meshes to null before CullingVolume has a chance to build the volume bounds, leading to bounds that were too small Added debug.printCullingVolumeInfo to print the current volumes the camera is inside of for debugging
2 Years Ago
Fixed floating bottle in water_well_d
2 Years Ago
Fixed a culling volume setup in cave_small_medium that resulted in being able to see into the void
2 Years Ago
radioactive_water -> Aux2
2 Years Ago
Fixed radiation triggers returning minimal/no rads
2 Years Ago
Speculative fix for MapMarkerCH47.SetupUIMarker NRE
2 Years Ago
Fixed floating IO wires in Radtown Fixed floating stack of license plates in Radtown S2P
2 Years Ago
Remove DontBecomeSolidWithPlayerInside component from waterball, it's deprecated and no longer used Fixed water ball spawning 1m in front of player even if they are standing in front of something solid, fixes sometimes being able to pour radioactive water though walls and killing plants Removed a useless GetComponent in FixedUpdate
2 Years Ago
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2 Years Ago
Fix wolves not properly following players carrying fire
2 Years Ago
Allow removing keys from bb component
2 Years Ago
Fix wolves stopping right in front of players without attacking sometimes
2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
radioactive_water -> world_update_2
2 Years Ago
Attempt to fix an incorrect GUID error
2 Years Ago
Ensured belt and main inventory on the player do the correct checks. A container filled or refilled in inventory should now correctly notify the rad check system.
2 Years Ago
Made new method called on containers when a child changes radioactive amounts Ensures containerBelt and containerMain do rad checks at the correct times.
2 Years Ago
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
2 Years Ago
When getting too close from fire, have wolves perform a feint and attack anyway (it was weird standing super close to them without them attacking or fleeing) You can still swing the torch to drive them away, but they'll get progressively closer if you're not swinging Fix wolves charging despite fire in some circumstances
2 Years Ago
Fix wolves not playing growl anim anymore when startled by fire (regression) Have wolves veeeery slowly approach when fire is present, to make it clearer that just standing still for a long time is not a good idea
2 Years Ago
Fix wolves making crazy leaps onto player rooves or at players on top of ladders
2 Years Ago
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2 Years Ago
Fix wolves not stopping eating when friend nearby gets hit (bros before steaks) Fix wolves often charging instead of circling Fix wolves barking mid fight when very close Give wolves some mix-ups between charge and circle to be slightly less predictable when reacting to hits
2 Years Ago
Fix fireball NRE when show fire convar is true, instead of only being considered on fire when stationary, fireballs are always considered on fire
2 Years Ago
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2 Years Ago
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2 Years Ago
progress
2 Years Ago
Update the fire flag on the bow when using fire arrows and aiming, so they can work to scare wolves away
2 Years Ago
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2 Years Ago
Don't try to enable loading screen on linux srcds (compile fix)
2 Years Ago
Replace missing .png/.jpg image data with white color This would happen when a Material()'d .png file goes missing. It used to be undefined behavior. func_smokevolume removes particles when dormant Copy hl2.exe to gmod.exe Always enable loading screen for the `map` concommand Mount floating .GMA files before fetching info about subscriptions So they load in time if launching the game with +map
2 Years Ago
Merge: from main Tests: built all modes in editor
2 Years Ago
Shield feedbacks
2 Years Ago
Update: Disable ItemPooling on Client and make server on by default - Controlling variable is no longer replicated to client. Client-side item handling is very lax and would need substantial changes. I don't want to hold up serverside release to get the full package out, I'd rather relase it bit by bit (and less risk of volatility). Tests: Did all tests with both enabled and disabled server-side Item pooling - Built all modes in editor. - Tried reproducing 2 original bugs - didn't work. - Loaded up a save that used to lead to a bug - didn't happen. - Tested in local 2p session on Craggy - could kill, loot, equip and see changes on characters. - Logs enabled through entire process - client didn't try to explicitly cleanup items (since disabled, as intended). - Validated that it's possible to launch with command line disabling item pooling. - Validated that it's possible to override item pooling with executable args
2 Years Ago
Update: added ItemManager logging of Item's lifecycle - level 1 reports creation, loading and removal - level 2 reports scheduling for removal Tests: ran locally in the editor, switched items, dropped gear, looted existing containers. Checked that we get logging related allocs, but they're small (and I can remove them a bit later)
2 Years Ago
Merge from main