198,864 Commits over 4,140 Days - 2.00cph!
Fixed storage adaptor being invulnerable
Reduced ragdoll maxDepenetrationVelocity from infinity to 0.1. Forces limbs that are overlapping to exit the overlap slowly and smoothly. I'm no longer able to reproduce ragdoll jitter in any situation.
Fixed being able to pickup deployables that have a storage adaptor or workbench attached (fixed box storage, workbench, ovens)
Industrial crafter now needs to be empty before it can be picked up
Electric furnace description tweak
Remove unusued position setting code, since if we ever need to do this on a ragdoll, we should be using rigidbody.MovePosition instead
Increased ragdoll rigidbody solverIterations from 6 to 10, and solverVelocityIterations from 1 to 10. Only applies to ragdolls (client-side). Massively reduces problems with jittering limbs.
Enable projection on all ragdoll joints. Brings violated constraints back into alignment even when the solver fails. Should reduce instances of extreme stretching.
Client-side ragdoll ignores server-side corpse collider on listen server. Improves ragdoll jitter with editor in C+S mode.
Simplified some recursive behaviour on the conveyor
Make sure Panel:GetChildren table is always sequential
Minor improvements to ents library internals
Update language files
Simplify GM:OnUndo implentation
Remove .res from LFS
pairs => ipairs
Updated TTT: Fixed zoom keybind handling (Community)
Optimize some Lua code (Community)
Remove .gwen files from LFS
Implement automatic cleanup & limit translations (Community)
Automatically try to translate missing Sandbox cleanup & limit translations
Don't re-register net receiver for editvariable multiple times (Community)
Added links to Server and Modding guidelines to Legal tab in Options
(Community Contribution)
Allow weapons and entities to set their own classname
(Community Contribution)
Splitting network thread into two threads (read thread and write thread)
grid helper functions now support rotation.
Removing locks in GetStat, GetLastPing and GetDebug since they're only called from the main thread, which is the only thread that can disconnect the peer
Scene setup for water FX.
Shipping container prefabs scripts setup for lod and gibs and colliders
apply pivot offset correctly and only once, fix anchors.
fixed collision issue on zipline slope that could partially hide dropped items
remove now unnecessary unparent code
NRE fix.
Parenting change.
Updated Electric Furnce mesh so IO point is on the side of furnace rather than the back.
Restore crosshair weapon rack info after merge
Fixed some passthrough issues with conveyors
Protocol++
Fixed some pipe prevent building volumes lingering after a connection has been removed
Shrink industrial icon on crosshair when looking at an industrial slot (was overlapping some text)
Pool the industrial pipe prevent building volume
Added two new slots to the locker, each slot corresponds to a different partition in the locker
Merge Main -> PhysicsLayerRevamp
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Revert kayak and rowboat prefabs for now while I work out what corrupted them in the vehicle_clip_vehicle merge
Fixed up shovel bass note assignments (finished the work started in MIDI_fix). Handle null NoteSounds.
Fixed conveyor not properly processing items that don't stack
Merge vehicle_clip_vehicle -> Main
Don't allow industrial pipes to pass through walls
Pipes are still allowed to pass through closed doors
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Fixed autoturret colliders being on Default layer instead of Deployed
Fixed missing ceiling in water treatment plant pigeon nest collider
Fixed broken material order on room pieces
Nuclear silo dressing progress
New pipe and electric cable pieces