136,424 Commits over 4,444 Days - 1.28cph!

Rin
Yesterday
merge from clan_bugfixes
Rin
Yesterday
merge from m16a2_bullet_eject
Yesterday
Converted WorldModelRackMountConfig to a PrefabAttribute. World models no longer all have their own instance of this script at runtime.
Yesterday
merge rust_relay_server -> main
Yesterday
Add additional details to websocket connection url
Yesterday
CRLF to LF for Grain.hlsl, GrainBaker.hlsl, and ScreenOverlay.hlsl
Yesterday
Moving all calls to VolumeStack.GetComponent from the Render method to the Record method of the ColorLutPass
Yesterday
Setup postprocess render scale and change passes to use scaled buffer size
Yesterday
Deinitializing the VolumeManager instance on the RustRenderPipeline Dispose method
Yesterday
Exporting prototype turn animations
Yesterday
merge rust_relay_server -> main
Yesterday
removed duplicated startup logic
Yesterday
Enabled GPU instancing for blocker materials. More work on stacked terminals stage 1
Yesterday
Use lower network range on a bunch of apartment entities / furniture
Yesterday
Merge from main
Yesterday
re-add stomped audio prefabs
Yesterday
Fixed merge from pre-merge commit
Yesterday
subtract screwed up merge so we can try again (apartment_complex_core turned into a prefab variant of a water barrel??)
Yesterday
Fixed VMO errors on server restart
Yesterday
Added a close shop option to the rentable shop, immediately closes the shop and transfers all inventory to the player immediately
Yesterday
merge from main/apartment_complex_monument
Yesterday
Can now access admin panel from anywhere when looking at a rentable shop if the shop is open (still need to look at the contract sign to open a store)
Yesterday
InitialScrapFee 260 -> 100 Required hours of rent upfront 24 -> 12 Default cost to open a store is now 220 (was 500) Fixed some inconsistencies on the open store dialog for hours of rent required
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
Fix the second safezone check inside Hurt() blocking damage when inside apartment room - the check that prevents players inside a safezone damaging players outside a safezone - this should be handled inside the first safezone damage check
Yesterday
merge from cannon_mortars_subsystems
Yesterday
Fix mortars getting stuck in firing loops in demos
Yesterday
Make the safezone checks in OnAttacked() only run on the server in CLIENT + SERVER mode (as it's confusing when it runs on client entity but coincidentally does nothing)
Yesterday
test spray
Yesterday
Fix players being marked as hostile the second they leave their apartment room because the timer for holding their weapon was counting up inside the room
Yesterday
Fix TriggerSafeZoneOverride not being partial
Yesterday
Add `clearhostile` command to reset your hostile timer - refactor `MarkHostileFor()` by adding `SetHostileDuration()` so I can clear hostile time instead of only adding onto hostile time
Yesterday
Fix missing collider physics materials on 13 entities across the apartment complex
Yesterday
Allow players to hold their weapon inside their apartment room
Yesterday
Fix vitals showing both safezone & combatzone after changing CombatZone to a flag
Yesterday
Don't show "you must put away your weapon" when inside your room
Yesterday
Make it impossible to be marked hostile when inside your apartment room (combat, shooting, whatever)
Yesterday
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Yesterday
brightend up emissive
Yesterday
fireflies, firearms, explosions, mushrooms, emissives for all
Yesterday
Also allow looting the bodybag corpses too inside the rooms
Yesterday
Allow looting player corpses inside apartment rooms too
Yesterday
Slightly repositioned check in here text (made it more centred) Scene2prefab
Yesterday
Rename helper method
Yesterday
Added a bit more dressing to the check in desk room
Yesterday
Reduce flickering of view mode selectors in Hammer Add safeguard to hitbox getter Hammer tweaks * info_particle_system uses its effect_name in entity report * Adjust Map Information dialog * Make Map error and Entity report dialogs wider SMG1 grenade and RPG rockets no longer hit health kit bounding boxes * Was previously done to Crossbow bolts only, but these 2 also suffer from this * Changed collision group of SMG1 grenades from COLLISION_GROUP_PROJECTILE to HL2COLLISION_GROUP_SPIT to enable it hitting health kit physics objects Implement health pred changes from TF2 SDK * Implements and adds FTYPEDESC_ONLY_ERROR_IF_ABOVE_ZERO_TO_ZERO_OR_BELOW_ETC flag to player health Print a warning if render.Capture(Pixels) fails to alloc memory Added "Portal Viz Width" option to Hammer 3D settings * Changes how thick "Load Portal File" lines are. Default is 2. Merged Pull Requests + Minor cleanups * Changing a single quote to a double quote * Micro optimizations for gmod_light * TTT: Add check for if GetHeadshotMultiplier exists on carried weapon
Yesterday
Add comment explaining why ManuallyCheckSafezone() was added years ago
Yesterday
Allow non-player damage through like normal safezones (thirst, hunger, fall, etc)
Yesterday
Allow players to be looted inside the apartment rooms too
Yesterday
Allow combat damage explicitly between two people inside the same room / hostile trigger