201,874 Commits over 4,171 Days - 2.02cph!

11 Months Ago
Fix compile error
11 Months Ago
Parent merge
11 Months Ago
Merge from world_update_2
11 Months Ago
world_update_2 -> Aux2
11 Months Ago
radioactive_water -> Aux2
11 Months Ago
Fixed radiation triggers returning minimal/no rads
11 Months Ago
Speculative fix for MapMarkerCH47.SetupUIMarker NRE
11 Months Ago
Fixed floating IO wires in Radtown Fixed floating stack of license plates in Radtown S2P
11 Months Ago
Remove DontBecomeSolidWithPlayerInside component from waterball, it's deprecated and no longer used Fixed water ball spawning 1m in front of player even if they are standing in front of something solid, fixes sometimes being able to pour radioactive water though walls and killing plants Removed a useless GetComponent in FixedUpdate
11 Months Ago
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11 Months Ago
Fix wolves not properly following players carrying fire
11 Months Ago
Allow removing keys from bb component
11 Months Ago
Fix wolves stopping right in front of players without attacking sometimes
11 Months Ago
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merge from main
11 Months Ago
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11 Months Ago
radioactive_water -> world_update_2
11 Months Ago
Attempt to fix an incorrect GUID error
11 Months Ago
Ensured belt and main inventory on the player do the correct checks. A container filled or refilled in inventory should now correctly notify the rad check system.
11 Months Ago
Made new method called on containers when a child changes radioactive amounts Ensures containerBelt and containerMain do rad checks at the correct times.
11 Months Ago
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
11 Months Ago
When getting too close from fire, have wolves perform a feint and attack anyway (it was weird standing super close to them without them attacking or fleeing) You can still swing the torch to drive them away, but they'll get progressively closer if you're not swinging Fix wolves charging despite fire in some circumstances
11 Months Ago
Fix wolves not playing growl anim anymore when startled by fire (regression) Have wolves veeeery slowly approach when fire is present, to make it clearer that just standing still for a long time is not a good idea
11 Months Ago
Fix wolves making crazy leaps onto player rooves or at players on top of ladders
11 Months Ago
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Fix wolves not stopping eating when friend nearby gets hit (bros before steaks) Fix wolves often charging instead of circling Fix wolves barking mid fight when very close Give wolves some mix-ups between charge and circle to be slightly less predictable when reacting to hits
11 Months Ago
Fix fireball NRE when show fire convar is true, instead of only being considered on fire when stationary, fireballs are always considered on fire
11 Months Ago
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progress
11 Months Ago
Update the fire flag on the bow when using fire arrows and aiming, so they can work to scare wolves away
11 Months Ago
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Don't try to enable loading screen on linux srcds (compile fix)
11 Months Ago
Replace missing .png/.jpg image data with white color This would happen when a Material()'d .png file goes missing. It used to be undefined behavior. func_smokevolume removes particles when dormant Copy hl2.exe to gmod.exe Always enable loading screen for the `map` concommand Mount floating .GMA files before fetching info about subscriptions So they load in time if launching the game with +map
11 Months Ago
Merge: from main Tests: built all modes in editor
11 Months Ago
Shield feedbacks
11 Months Ago
Update: Disable ItemPooling on Client and make server on by default - Controlling variable is no longer replicated to client. Client-side item handling is very lax and would need substantial changes. I don't want to hold up serverside release to get the full package out, I'd rather relase it bit by bit (and less risk of volatility). Tests: Did all tests with both enabled and disabled server-side Item pooling - Built all modes in editor. - Tried reproducing 2 original bugs - didn't work. - Loaded up a save that used to lead to a bug - didn't happen. - Tested in local 2p session on Craggy - could kill, loot, equip and see changes on characters. - Logs enabled through entire process - client didn't try to explicitly cleanup items (since disabled, as intended). - Validated that it's possible to launch with command line disabling item pooling. - Validated that it's possible to override item pooling with executable args
11 Months Ago
Update: added ItemManager logging of Item's lifecycle - level 1 reports creation, loading and removal - level 2 reports scheduling for removal Tests: ran locally in the editor, switched items, dropped gear, looted existing containers. Checked that we get logging related allocs, but they're small (and I can remove them a bit later)
11 Months Ago
Merge from main
11 Months Ago
Subtracting S2P launch site (world_update_2 conflict)
11 Months Ago
Tightened anchors for cliff_hills_large_c and large_f
11 Months Ago
Skin bundles
11 Months Ago
merge from world_update_2
11 Months Ago
Addd AO maps for all medium and large rock formations Unfiied the look of all rock textures
11 Months Ago
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