136,977 Commits over 4,444 Days - 1.28cph!

4 Days Ago
Fixed elevator floor nr consistency
4 Days Ago
Changed one decal slice to match the apt numbers.
4 Days Ago
Converted some static structures to RendererLods/MeshLods Rentable shop signs, window_penthouse_flat_opaque, Caboose_ground_junk_straight_b/c
4 Days Ago
Merge from main
4 Days Ago
Merge from occlusion_culling_toggle_fix/batch_culling_fixes Fixes MeshCull components not properly disabling when culled by occlusion culling Fixed renderers with Rendererbatch components not being included in the culling system, even if they don't meet the batching reqs (submeshes, r/w, vert count, etc) Can be toggled via graphics.useDetailedRendererBatchCullingCheck for a/b testing (on by default) Our benchmarks show an occasional slight decrease in max frame rate but a moderate increase in low frame rates (slighty lower ceiling ceiling, higher floor) Also includes a speculative fix for an index out of range error some players were experiencing
4 Days Ago
Basement improvements.
4 Days Ago
merge from apartment_complex_monument -> main
4 Days Ago
Basement apt numbers WIP. Fixed basement apt doors having a see-thru gap.
4 Days Ago
Medium apt labels & related corridor lighting tweaks.
4 Days Ago
Fix static elevator lift "raise single floor" menu being stomped in CS 154047
4 Days Ago
4 Days Ago
Merge from main
4 Days Ago
update from main
4 Days Ago
supermarket freezer mesh and texture updates
4 Days Ago
Fix condition failed speech node data being wiped if the standard resulting node is unset
4 Days Ago
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4 Days Ago
merge from apartment_complex_monument -> main
4 Days Ago
merge from prototype -> apartment_complex_monument
4 Days Ago
Fix eject position not assigned on the small apartment Move a few things under furniture root
4 Days Ago
Slightly shrink size of combat zone triggers in apartments to avoid triggering teleport when player is walking into the invisible barrier
4 Days Ago
gamesroom shotgun trap - greybox added - intial prefab setup - item created - icon created - material created - ran localization & manifest
4 Days Ago
Fix apartment entities missing from manifest entity list too
4 Days Ago
Update apartment prefabs (labels updated from manifest)
4 Days Ago
Update manifest (apartment entities got lost?)
4 Days Ago
Lower slots of bathroom sink & medicine cabinet from large box -> small box
4 Days Ago
Implement RemoveAllPlayers() to teleport all the players out of the room when the lease expires / apartment is checked out
4 Days Ago
Rename DailyScrapUpkeep -> CachedDailyUpkeep to make it more clear
4 Days Ago
Fix initial scrap not being added to upkeep terminal because the upkeep terminal isn't a part of the list of furniture
4 Days Ago
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
4 Days Ago
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.
4 Days Ago
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)
5 Days Ago
Fix apartment oven in the penthouse being called "large furnace" in the loot panel instead of "Oven"
5 Days Ago
Apt. door lighting fixes part 2
5 Days Ago
Fix furnace in medium apartment not being under "furniture" root
5 Days Ago
merge from prototype -> apartment_complex_monument
5 Days Ago
update apartment_complex_monument/prototype
5 Days Ago
Fix compile errors
5 Days Ago
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
5 Days Ago
Fixing poorly lit apartment doors, part 1
5 Days Ago
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
5 Days Ago
Fix compile error
5 Days Ago
All apartments are 3 digit numbered.
5 Days Ago
TMP stuff in the apartments applied to prefabs. Related files.
5 Days Ago
potential fix for spawning inside TerrainCollisionIgnore not working
5 Days Ago
Add an alternative frame debugger window that lets us save/load back captures, diff and create summaries .
5 Days Ago
Modify ApartmentRoom.IsAuthed() to accept different authorization enums (split ability to loot vs enter the room)
5 Days Ago
get Standard Refraction working in RRP
5 Days Ago
Fix clientside triggers not being toggled by the invisible barriers convar