257,696 Commits over 4,049 Days - 2.65cph!

4 Years Ago
Phrases
4 Years Ago
Unused citizen addon test map
4 Years Ago
merge from /save200
4 Years Ago
network++ save++
4 Years Ago
Taxi kick button code
4 Years Ago
Reverting attempt at resource system takeover
4 Years Ago
merge from main
4 Years Ago
invasion bg stars background fading helpers invasion phase background transitions
4 Years Ago
Stables_b dressing tweak to avoid clipping by the openned gates (feel free to revert, it's a one sec change)
4 Years Ago
Openned the horse box gate, updated colliders Re-enabled collider in prefab
4 Years Ago
Even more north
4 Years Ago
Backup
4 Years Ago
Setting up taxi module kick button. Seating prefab update. Currently kick interaction is non-functional due to an existing player interaction bug. Manifest rebuild and code gen.
4 Years Ago
More north
4 Years Ago
Reduced horse spawns Small amount of boats now spawn procedurally again Place holder values just to get Staging wipe ready
4 Years Ago
▋▌▅▇▅ ▅▉▇▇▆▊▋ ▋▄▆▅▌▆▋ ▅▆█ ▄▇▇▇█ ▉▉▉▊█▅▆▇ ▅▉'▉ ▊▅█▄ ▊█▍▊█ ▋▅ █▅▍ ▉▍▌▆▋
4 Years Ago
More northern face
4 Years Ago
▋▆▋▍▆ ▇▊▇▄█▅▅ ▇▍▌ & ▌▍▍▋▇▄
4 Years Ago
merge from main
4 Years Ago
Stable turret setup
4 Years Ago
Slightly decrease engine power in all modular cars
4 Years Ago
Thickened side colliders on taxi module and both armoured modules, to reduce client-side gunshot hits through the walls (server-side was already OK).
4 Years Ago
Stables safe zone Stables music - temp if we decide to use it Improved road connection
4 Years Ago
Add graphics.vm_horizontal_flip convar to flip viewmodels horizontally (for left handed players)
4 Years Ago
Removed horse shoe and horse armour sales from compound - now sold at stables Reduced cost of HQM horse shoe
4 Years Ago
added horse saddle + vendor + claiming
4 Years Ago
Cherry pick 2-module passenger fix
4 Years Ago
revert fix passenger long module
4 Years Ago
Telephone can be researched + crafting costs
4 Years Ago
Increase taxi module glass strength
4 Years Ago
fixed phone deployed mismatched layer checks, missing inside check, notinwater check and tweaked deploy volumes
4 Years Ago
Portal 2 graphical glitch workaround fixes
4 Years Ago
Terrain around new ice lakes
4 Years Ago
sv_skyname now changes live, without needing a map restart
4 Years Ago
Idiot proof SetModelScale on players (if its <= 0, clamp to 0.001)
4 Years Ago
backup
4 Years Ago
adding taxi gibs model + setup fixed glass center pivot, adjusted glass fx position
4 Years Ago
Engine rebuild
4 Years Ago
scope-based permissions
4 Years Ago
Adding +assetsystem to sbox_game move content\sbox to game\sbox_src move content/core to game/core_src Asset system content is in *_src instead of ../content/* Path Fixups Material editing works with new *_src paths Rust addon Changing default console port (vconsole fucks with it) Resource Compiler, compile to the right folder when addon I'm going to assume we don't need all this readonly shit Load asset info again material editor, hammer working with addons and addon *_src Citizen addon Colours Don't mark mod paths as read only ModIsVisibleToAsset always returns true Allow loading from any "mod" in hammer Lets treat any files ending with _c as lfs citizen skin lfs Fixed model editor Fix SkipToModRelativePathFromGameOrContentRelativePath in fileutils to work with our layout Add ignore tools_thumbnail_cache.bin SetModGameSubdir - skip the logic, always set it to sbox Fixed IsAddon logic being backwards in ComputeOutputFileName Local lightmap compilation is assumed Properly close clr host on shutdown Remove material debug FileSystem:AddAddonsSearchPaths (review this later) Hammer map target location fix Fixed CResourceCompilerContext::ContentPathToFullPath for new layout if we're compiling in %temp% then don't treat as an addon because the paths will be all fucky Call AddAddonsSearchPaths in standalone resourcecompiler.exe CResourceCompilerPathScope - don't limit/remove search paths - we don't give a fuck about that shit ComputeVpkName can be a shit ton simpler
4 Years Ago
Fixed CResourceCompilerContext::ContentPathToFullPath for new layout if we're compiling in %temp% then don't treat as an addon because the paths will be all fucky Call AddAddonsSearchPaths in standalone resourcecompiler.exe CResourceCompilerPathScope - don't limit/remove search paths - we don't give a fuck about that shit ComputeVpkName can be a shit ton simpler
4 Years Ago
SRCDS workshop: more descriptive error message when failing to validate GMA header
4 Years Ago
Support for design save/load scope & priority. EntityInstance, ServerWide, Default. Protobuf.
4 Years Ago
Fixed whereis not working properly with floating .gma files Floating .gma addons now display their internal .gma name, not the filename
4 Years Ago
Remove material debug FileSystem:AddAddonsSearchPaths (review this later) Hammer map target location fix
4 Years Ago
Work in progress rework of Military Tunnels road connections
4 Years Ago
Removed groundlora assets that were not being used anymore
4 Years Ago
Fixed character spacing in pause menu medal times Added Stage_DebugLines.DrawDebugCircle() Merge remote-tracking branch 'origin/master' Extra safety against self-overlapping background elements Fixed channel rotated background elements not being tiled correctly
4 Years Ago
Cliff shader work
4 Years Ago
Monuments splats rework, mainly to make roads display on the map in the same splat as the procedural roads. Improves player map concistency across the game Reworked railroad ends in monuments to soften their transition out