137,842 Commits over 4,474 Days - 1.28cph!

16 Minutes Ago
Remove chat message when renting a room (that was placeholder, it's only supposed to be in the NPC dialog)
55 Minutes Ago
merge from fix_progress_bar_persist -> main
59 Minutes Ago
Fix break-in progress bar not being hidden if you unequip the master key while breaking in - still needed to have master key equipped when the break-in finishes
1 Hour Ago
merge from fix_progress_bar_persist -> main
1 Hour Ago
Fix progress bar not being hidden when disconnecting from the server by canceling it on disconnect - causes the break-in progress bar to remain stuck on screen (other ones too tbf)
2 Hours Ago
Lighting progress
2 Hours Ago
merge from fix_apartment_hostile_warning_flicker -> main
2 Hours Ago
Add shot director mode, basically the same as demo1 ui camera recording
2 Hours Ago
Fix the "holster your weapon" warning showing when leaving your apartment room for a short duration - give an extra 1s after their weapon is holstered before showing the warning
3 Hours Ago
hook up demo2 UI to the game
3 Hours Ago
merge from fix_ent_kill_position -> main
3 Hours Ago
Show position and network ID when entity commands are used (example: ent kill)
3 Hours Ago
merge from fix_apartment_bag_limit -> main
3 Hours Ago
Set apartment beds to not count towards bag limit - not a big deal since you can only have a single apartment on the map
3 Hours Ago
Add support for certain sleeping bags to not count towards bag limit
3 Hours Ago
merge from delete_timed_lock -> main
3 Hours Ago
Added null check when searching identified ddraw objects to mark them as cleared Merge from hackweek_parented_ddraw
3 Hours Ago
Remove timed lock code as it didn't end up being used for apartments (for accessing security guard room for 5m)
4 Hours Ago
merge from hackweek_parented_ddraw
5 Hours Ago
Fixed a couple issues with "Hide Disabled Tools" options Update KinectSDK to v1.8, add 64bit support (you know, probably) Merged Pull Request * Fixed a few runtime edge cases * Fixed a couple of issues with cookie.GetString - not returning consistent types, not returning values set right after deletion Minor fixes * Fixed Health/Armor HUD extending at 999 and not at 1000 * Fixed compile warning * Fixed Hornet Gun giving 1000s of ammo on spawn/equip for high uptime games * Made Hornet Gun regenerate only up to canonical max ammo (can still get 9999 ammo, just not through regen) Fixed a crash with decals/rendermodelshadow
5 Hours Ago
Pull in shelve for runtime fbx -> animation clip parsing
5 Hours Ago
merge from main
5 Hours Ago
merge from main
5 Hours Ago
More tuning, fix spine twisting, make leg animator glue work better with turn in place
5 Hours Ago
merge from icewall_col_fix
5 Hours Ago
Shrunk nameplate inner colliders a tad Added comment component onto the collider to describe its meaning
5 Hours Ago
Whitebox progress
5 Hours Ago
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6 Hours Ago
Server compile fix
Today
Post-merge cleanup and fixes
Today
update gas station maintainable prefabs from new environment
Today
gamesroom shotgun trap - textures updated, still work in progress
Today
merge from hackweek_parented_ddraw
Today
merge from hackweek_parented_ddraw
Today
merge from main
Today
merge from PlayerMaintainedMonuments
Today
merge from fix_apartment_bathroom_door -> main
Today
Add monumentblocker_barrels_100x300.entity and gibs
Today
Fix bathroom door requiring apartment ownership to open & close - don't need to block access to the bathroom for non-tenants
Today
merge from fix_apartment_fridge_transfer -> main
Today
Fix compile error
Today
merge fix for fridges to the correct branch
Today
Bar stools - Added WIP lowpoly for both variants, added empty materials, updated deployed prefabs with new WIP art
Today
Fix fridges not transfering their content when upgrading your room - caused by only checking for StorageContainer, not IItemContainerEntity which grabs IO entities like fridges - add 'printapartmentfurniture' command to print off all entities inside the room (which is how I spotted that fridges weren't considered storage)
Today
Fixed nametags showing through Short Ice Walls https://files.facepunch.com/raul/1b0911b1/09_19-29-WarmIndigowingedparrot.mp4
Today
Fixed inaccurate High Ice Wall collision Removed High External Stone Wall collider out of the ice wall prefab Added inner boundary collider for nametags
Merge from PlayerMaintainedMonuments/powergrid
S2P powerplant
Merge from PlayerMaintainedMonuments
When powergrid stage changes now notify all powergrid entities via a work queue instead of churning through them all in 1 frame Work queue process order is sorted by distance, entities closest to the powerplant receive notification of a stage change first Update powergrid.status convar