144,010 Commits over 4,413 Days - 1.36cph!

Today
mortar projectile flight sound implementation
Fix shop name input being at a weird position when opening the dialog window
Ensure 'remove all' popup closes if you disconenct
Support UI popup with empty string titles
Today
Fixed a bug in VPC to do with game conditionals * It was setting the GMOD conditional only for projects AFTER (and including) server/client.DLL which caused unintended files to be included in 64bit builds due to order of projects being different engine.dll and dedicated.dll builds for 64bit + minor changes * Fixed srcds_win64.exe trying to load 32 bit DLLs * Some minor changes from x86-64 for consistency and cleanliness Build server.dll 64bit
Fix dodgy shadow on apply, modify and discard buttons
Fix broken open transition
Today
Add debug output to VPC warning
empty_country_list_fix -> main
Debug commands to test whats going wrong with geolocation - Codegen - Rebuild phrases
Today
Re-enable `canPlaceInsideRocks` on the terrain checks of foundation prefabs
Today
Fix MacOS not rebuilding VPC
Today
Undo changes to foundation prefabs since the merge messed up at some point and they ended up with 2x MeshRenderer components throwing strange errors
Today
Merge some changes from main * VPC change, minor VPC script changes * Fixed tier1, tier0 exclude VPCs causing warnings during project gen
Today
merge from efficiency_desc
Today
Efficiency upgrade description change, on the right branch this time
Today
Fixed not being able to connect a wire to a door controller when the door is open
Today
Subtract new navmesh
Today
Readd god rock & anvil rock to craggy
Today
Fixed efficiency description to a generic now that it includes explosives /satchels
Today
Codegen
Today
merge from computer_io_no_passthrough (very minor, parameter change only)
Today
remove computer station passthrough, slightly move input plug to line up better with model
Today
Reapply Antihack.cs #if SERVER changes
Today
merge from main -> fix_foundation_clipping_rocks
Today
ServerSetFrequency changes in RFReceiver to make it easier for Oxide to patch the method
Today
Fixed lunar wall dividers all named Wall Divider Pack Added a new key for the pack
Today
Fixed barrels and shelves showing the new hidden base redirect item in store pages
Manually bumped up the renderer bounds of feet, hands, and torso. Fixes parts disappearing in niche situations.
Today
Fixed the mess with ice throne showing as Ice King Pack
Today
merge from storepage_abyss_fix
Today
merge from storepage_frontier_fix
Today
Fixed hazmats named Abyss Pack in the abyss pack store page Added a proper token for Abyss Pack
Today
Various kiosk fixes
Today
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Today
Kiosk lighting
increase max player sprinkle
Today
Added missing railroad planter box to the frontier DLC store page Also fixed triangle planter redirect
Final volume checks
Today
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Today
allow mortar to be picked up without hammer (flag if the pickup prompt becomes annoying)
Use player volume rather than player score. This prevents servers with 1/2/3 players that have hit max player count from being put up the rankings
Today
Missed one more DigitalClockAlarm pooling issue
New default sorting order - Initially sort via population - Use distance as tie breaker - Very occasionally sprinkle in lower pop
Today
Enable STUDIO_DRAW_NO_SHADOWS for particle models "Render models" particle renderer sets up model lighting * Copied what "render_blobs" does from Portal 2. Nullout some render structs on creation Add NULL check to CBaseEntity::GetLuaEntity() Added Insurgency (Standalone) to mountable games list Some base_npcs.lua placeholders Fixed clients getting stuck on loading screen sometimes * CNetChan::UpdateSubChannels() used integer math to decide how many fragment packets to send, the default value wasn't a multiple of the FRAGMENT_SIZE, so the last fragment was basically discarded. Now we account for that by ceil()-ing the number after calculating it using floats * Changed net_maxfragments to be a multiple of FRAGMENT_SIZE (28000=>24576) Fixed re-selecting ragdoll with Faceposer corrupting values Fix workshop support when Steam throws errors * When Steam throws errors during subscription info gathering. Prevent corruption of the net channel due to fragments * Perform some self-tests when sending fragments over the wire. * Especially if some brainiac decides to bypass net_maxfragments limits Make concommand.Add errors non halting Combine mines ignore dead players * Also changed where "ignore players" setting is checked for hopefully more performance. Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.
Today
Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.
Today
Garage door industrial animations
Today
merge from game_room_dlc -> darts_game
Today
merge from main
Today
only show 5 leaderboard spots