146,569 Commits over 4,444 Days - 1.37cph!

Yesterday
Merge: from main
Yesterday
Added support for taking over a shop if you can pay twice the fee
Yesterday
Compile fixes
Yesterday
First pass on rentable shop ownership prompt
Yesterday
Added support for hunting trophies to store the skin of clothing items
Yesterday
Merge from main
Yesterday
Better fix for player restting to standing, always set state to sitting if poseType is set to true
Yesterday
m16 sounds
Yesterday
Improve realtime hole updates in editor Fix issues with commandbuffers not being recreated when toggling enabled
Yesterday
Fixed player sometimes reverting to standing briefly when rapidly cycling through items while mounted to something
Yesterday
Don't apply if we have an active clothing offset
Yesterday
Store terrain hole mesh primitives and materials in terrain config Split terrain hole renderer buffer creation from OnEnable
Yesterday
Applied a very small offset to the holster position (0.03f on y) for guns mounted on the back if the player is female
Yesterday
Fix ballistic and BDU clothing missing from conveyor filters
Yesterday
Updated prop renderer transforms for workshop gloves
Yesterday
deleted blockout mesh in folder
Yesterday
1p and 3p attachment positional updates
Yesterday
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Yesterday
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Yesterday
Turret uses burst fire if attached gun is forced to use burst fire mode
Yesterday
Fixed egg suit's wrong orientation in paint mode
Yesterday
Fix electric furnace reskin not preserving attached storage adaptors Re-enable PreserveChildrenWhenReskinning but manually kill the child io entity so it gets recreated
Yesterday
Fix a IOEntity.Reskin_Restore NRE when reskinning to paintable window
Yesterday
Converted ceiling light, smart switch, fuse
Yesterday
merge from main
Yesterday
Fixed VBSP not being able to "render" LightmappedGeneric_4WayBlend Hammer tweaks & fixes * Prevent spam about missing $spriteFrame * Fixed sprites with the same material only ever rendering with one render mode, even if different sprite entities use different render modes with the same material * Make env_sprite placeholder box different color from env_sprite_clientside * Sprite helpers inherit entity color, so env_sprite's show correct color Fixed Hammer carve wiping all overlay faces, even if they are not carved * Also fixed undo breaking info_decal preview (NOT OVERLAYS!!!)
Yesterday
merge from excavator_light_fix
Yesterday
Fix static SimpleLight broken material on LOD1, further fix plight.backup.off S2P both oil rigs, sewer branch, harbor 1, excavator
Yesterday
Cobalt Statue - Minor texture and material edits (concrete pedestal)
Yesterday
shadow fix's for new anim content
Yesterday
move scoring to in-world screen to prepare for chalkboard, scoreboard working for 1p and 2p games, - refactored to keep track of scores per turn, for better easier handling on scoreboard and coming in/out of network range fixes to 2player games - no longer have to wait for both players to register to the game, only 1 is needed. - 1st player takes their turn, then the next player to mount registers as 2nd player and takes their turn afterwards - fixed nonregistered players being able to play/mount, and added convar for being able to play 2p against yourself (for debugging) - various other fixes
Yesterday
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Yesterday
Removed non HeldEntity error log from ItemModEntity::OnRemove, we have a few legit non HeldEntity using this (weapon attachments)
Yesterday
merge from main
Yesterday
Setup Keyboard Folder Structure Imported Keyboard Viewmodel and Textures Setup Keyboard Materials and Viemodel FBX
Yesterday
merge from pool_analyzer_non_caching_methods
Yesterday
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Yesterday
Update Rust.CodeAnalyzer again - switched the way methods are marked to an attribute [PoolAnalyzerNonCaching] Mark all RPC method overloads with it Update Rust.SourceGenerator.Rpc to add it to the autogenerated RPC methods too
Yesterday
Clean: remove NetWrite.BytesWithSize(byte[]...) overloads Tests: editor compiles
Yesterday
Clean: remove acouple obsolete things - Get rid of IStreamReader/Writer - they're not used anywhere - get rid of NetWrite.Bytes(byte[]) overload - superceded by Bytes(ReadOnlySpan<byte>) Tests: editor compiles
Yesterday
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Yesterday
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Yesterday
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Yesterday
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Yesterday
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Yesterday
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2 Days Ago
- renamed wordmodel - added static (linked) mesh to worldmodel prefab - removed rail from renderers (hidden) in worldmodel prefab - updated weapon rack to large pegs
2 Days Ago
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2 Days Ago
Industrial Storage - closed gaps under barrels and adjusted distance to floor