254,385 Commits over 3,990 Days - 2.66cph!

11 Months Ago
merge from Minigun_2024
11 Months Ago
compile fix potential startup fix
11 Months Ago
Codegen
11 Months Ago
checked in main
11 Months Ago
Fixed rotation viewing vector zero
11 Months Ago
Convar'd flee damage percentage Adjusted zone stale time, danger zone size and max zones 'cache' size
11 Months Ago
merge from main
11 Months Ago
merge from Minigun_2024
11 Months Ago
merge from save248
11 Months Ago
merge from crowdin_fix
11 Months Ago
Wrote system to cull least active zone if danger zones overflow cache
11 Months Ago
Heli now filters its targets based on the danger of the zone they are in
11 Months Ago
fixed minigun shot sound with high ping
11 Months Ago
Increased orbit distance Refactor of napalm time handling in orbitstrafe
11 Months Ago
Fix NRE caused by null tags when using cached browser & ping estimation Add `string[] Tags` to standardize tags from cached browser
11 Months Ago
Update CrowdinUpdate.exe with some extra error handling
11 Months Ago
Extra error checking just in case
11 Months Ago
minigun ammo type fixes ( heli/turret )
11 Months Ago
Merge from main
11 Months Ago
Fix disk quota code not being called Try catch disk quota code incase file IO errors
11 Months Ago
Re-enabled debugging stuff Flee positions are picked better again Fixed more orbital lock issues Fixed problem with using napalm in no go zones Swapped zones to check positions, rather than players Strafe no go check Patrol points are now recaclulated up to 5 times in order to find one outside of a zone. Monuments are used as fallback
11 Months Ago
AMD driver check: 2.0.279 is fine for Polaris/Vega
11 Months Ago
Added a small animation sequence to the monitors when deployed to hide the server delay
11 Months Ago
Fix for spawn.cargoshipdockingtest command with parameters not working when multiple harbors are in the world
11 Months Ago
Hide mod_load_*_async convars They are linked to a game hang when enabled, and they are disabled by default. Build vbspinfo.exe Fixed inflator tool no longer working on NPCs Fix portal turret AYAYAing twice when disintegrated via mods Adjust bone manip English strings
11 Months Ago
Update README.md
11 Months Ago
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11 Months Ago
Bump .exe version Increase default value of budget_panel_height to 800 Fixed PhysicsObject:GetFrictionSnapshot only returning 1 entry Update trace commands mask, to hit more entities Autorefresh: just watch everything in the gamemodes/ folder Certain gamemodes (NutScript) have scripts outside of the main gamemode/ folder and the entities/ folder. Fixed a longstanding crash with CSoundPatch usage Fixed some Lua functions having unused arguments Fixed a crash on exit to do with panels Fix playermodel drifting away in prop_vehicle_crane when holding W or S Fix tiny amount of damage (<0.1) reducing a whole armor point This make our armor handing not identical to HL2, but at the same time, this doesn't make any sense, so let's change it Allow prop_vehicle_crane to receive damage events when player hitbox is not hit Added hitboxes to crane_docks.mdl This was a giant waste of time because it still doesn't work, but at least the hitboxes are there... Lua file clean ups * Mostly deprecated functions removals * Replaced usage of DImage:SetMaterial with SetImage when the argument is a string * Removed usages of Tool:GetSWEP() => Tool:GetWeapon() * Removed some remaining usages of self.Entity * Fixed Winch right click not setting rope color correctly * Removed arguments provided to EnableVerticalScrollbar (it has no arguments) * More misc (unused/missing) function argument related clean ups Enable "permanent failure" check on SRCDS steam logon failure Was commented out because it required a newer SDK version, which we now have. Basically will login anonymously if the GLST is invalid I think Prevent ent_create player Gravity Gun obeys sv_defaultdeployspeed Yes, this means that you can no longer grab AR2 balls that you yourself fire without increasing sv_defaultdeployspeed above the default of 4 Fixed crashes with ENT.RenderGroup = RENDERGROUP_STATIC(_HUGE) Remove mat_stub Fixed a crash with gameui_show_dialog and remove the concommand Potential crash fixes to do with traces Fixed a crash due to missing attacker in player takedamage hook
11 Months Ago
Parent merge
11 Months Ago
Merge from main
11 Months Ago
Fix audio player play thread stomping seek request
11 Months Ago
Fix for "Look rotation viewing vector is zero" warning during crane movement after a server restart Fix starting rotation not being saved properly resulting in crane making strange movements when resetting after placing a container after a server has been saved and loaded In the event that this was not saved (staging saves) a crane will copy the rotation of the docking cargo ship as it's starting rotation which should mostly fix the issue
11 Months Ago
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11 Months Ago
monument cctv desk added extra items to prefab, rescaled, set left and right hand ik positions, addted temp albedo, normal, ao
11 Months Ago
fixed some holes in mesh, stretched uvs on monitor screen, added back panel for storage adaptor on retro tc
11 Months Ago
removed minigun container
11 Months Ago
Fix PhysicsShape.Triangulate incorrect index count
11 Months Ago
Fixed another possible distance check which could be locking an orbit state
11 Months Ago
Removed some extra debugs that should've been hidden
11 Months Ago
Fixed possible way to stay fixed in orbit state
11 Months Ago
merge from Minigun_2024
11 Months Ago
merge from toolcupboard_retroskin
11 Months Ago
restoring 95196 merge from toolcupboard_retroskin
11 Months Ago
Coin cmd spawn chance float
11 Months Ago
Make all LODs on cranes dynamic S2P both harbors
11 Months Ago
Merge from save248/crane_lods
11 Months Ago
Discard changes on this branch to harbor_crane_dynamic_pickup and harbor_crane_dynamic_rotate, they were unable to be merged with the changes that happened on save248 after this was branched Reimplement LODs on all renderers on both cranes, updated decals
11 Months Ago
Fix minigun backpack visual not being removed if player drops minigun item
11 Months Ago
Merge from save248
11 Months Ago
Add some null checks around lipsync processing