249,975 Commits over 3,959 Days - 2.63cph!
Return to Discrete collision detection for cars. This will bring back getting stuck in thin objects when hitting them at speed, but cures the bug where vehicles hit anything at speed and suddenly go into slow-motion-floating for a while. Was caused by a combination of Continuous collisions and the server's relatively low-frequency timestep.
Test for building privilege using steamID instead of the player (because the player might not exist when using the app)
Tweaked ultrawide handling to straighten out ironsights
Added a pure compound-collider rigidbody with no additional objects or scripts that can be pushed with keyboard input
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Modify push to always act in a way that most reproduces the physics bug
Applied shelved dung changes, with some tweaks.
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New blood & water effects
Even more effects file cleanups & naming consistency improvs.
SuperDOF UI window now repositions itself when player's screen resolution changes
Fixed possible NRE in PixelGroup.Hit
Added auto targeting properties to BulletData
Example homing bullet target updating
Weapons in the weapons tab now have an "NPC" icon if they can be used as NPC weapons, which a right click option to set that weapon as the current NPC weapon override
Added "Sandbox Settings" User category in Utilities which contains the maxresults slider + some sandbox related toggles from the menubar
Added Freeze/Unfreeze effects checkboxes to Physgun Settings
Added a killicon for prop_ragdoll, prop_physics_respawnable, func_pushable and func_physbox (same as prop_physics)
[D11] [UI] Whats New Web Request Implementation and added translations.
[D11] Fix for being able to fire off remaining rounds from old mag just after completing the reload animation
Increase player threat on damage pixels / cores
Bullets disengage when threat multiplier == 0
Added models/player.phy so that mounting Portal 2 doesn't make models/player.mdl spawn as an unmovable object
Fixed bullet / unit player targeting bools ignoring "false"
Fixed respawnPod targeting the wrong player
Fixed equipment up/down floaters not updating when list is empty
Fixed respawn pod sometimes not reviving the right player
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[D11][UI] Changed method of getting top corner icons for item icons.
[D11] Changed Max Cluster size for nodettes to prevent groups of 2
[D11] Removed "Loading.." parameter added in
51499 to instead use overridden function, to allow for easier addition of translation keys
[D11] Added a check for added controller when attempting to add a new controller
[D11] [UI] Removed mip maps from item icon sprites. Updated texture alpha on certain sprites that were missing them and had black backgrounds as a result.
Cherry picking
42341 from hdrp (print_foliage console command)
Only show server.url if it's https://
[Audio] All audio templates now set a spread value of 0.5 at min distance, spread starts at approx 1 quarter of max distance. This SHOULD fix sounds hard panning. Also set radius of burning torch to 30m instead of 60
Fix crash when pairing a server with an empty description
Use the correct chat message length limit
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[D11[UI][#4194] Improved vendingmachine incrmental controls
[D11][UI][#4150] Fixed maintenance message overlap.
[D11] Cast demo id properly
merge from building_blocks_2020 (includes network++)
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[D11] Added extra information to the Queue screen - [D11] Added extra information to the Queue screen
[d11][4258] {PS4/XB1} Freeze/hangs when interacting with your hotbar
Callstacks don't have anything. I've turned off the preloading. It will help eliminate this as a problem.