250,037 Commits over 3,959 Days - 2.63cph!
Allow TriggerHurtNotChild to delay damage done. This is a fix attempt for drivers/passengers taking damage on vehicle exit.
Speculative fix for serverside NRE in autoturret
Merge from mount_sight_check2
Make CoroutineEx.waitForSecondsRealtime finally use pooled instances!
Remove unused (and already disabled) collider from Modular Car driver seat
Vehicles now store a list of recent drivers, a driver is cleared from the list every 3 seconds
If no driver is on a vehicle, use a driver from the list of recent drivers when assigning the initiator for damage in TriggerHurtNotChild
Footstep vfx positioning polish.
Stripped pixel displacement from terrain splat reference materials.
Manifest.
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'fixcars' admin command now replaces any parts in a vehicle module, even if they're already the right type. Means broken and damaged items get replaced.
Restore the ability to start the car's engine by pressing the key for reverse
Adjust FAILED_START_LIGHT_TIME to match the new failed engine start sound length
Fix the vehicle lift considering any mount points to be valid. Now requires an actual driver seat (steering wheel/pedals).
Fix some bad pooling code in demo indexer
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[D11] Better fix for only sending voice data within a certain range of players.
[D11] Fixes voice data transmit range server side
Added PlayerCheckLimit hook (Community Contribution)
Physgun glow/beam will no longer render in 3rd person if the weapon itself is hidden
Add PlayerCheckLimit hook (#1329)
* Add PlayerCheckLimit hook
* Call hook with limits also
* Maxcount should be after count
Also message about limit hit with hook results like regular code path
* rid of the whitespace
Co-authored-by: Python1320 <Python1320@users.noreply.github.com>
Community Contributions:
* Reduced minimum width for rope based constraints to 0.2, from 1
* Added GM:CanUndo hook
* weapon_fists now obeys the phys_pushscale convar
Fix up PR#1623
This happens EVERY TIME
* Call the hook after undo Owner fix
* Apply the Owner fix to undonum
* CanUndo only gets the last undo in CC_UndoLast, not the whole table
get rid of the unnecessary whitespace
Use GetText over GetValue for OnEnter
Add hook GM:CanUndo (#1623)
* Add hook CanUndo
Return false to prevent undo
* Fix behaviour when CanUndo returns nil
Unrestrict thin ropes. (#1043)
* Unrestrict thin ropes.
* Use math.min
* clamp to 0.2, that's plenty thin
Co-authored-by: Rubat <robotboy655@facepunchstudios.com>
Renamed foundation steps to steps and updated desc
dtextentry: pass the current value through OnEnter (#1576)
idk why this wasn't a thing before
Co-authored-by: Nathan S <nsinvisblemarions@gmail.com>
Added a Clan struct. Implemented most primitive clan functions
Merge pull request #437 from naomiEve/clans
Steam Clans support
Add phys_pushscale to fist force (#1289)
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Community Contributions:
* Typo fix for gm_save console message
* Fixed cvars.AddChangeCallback's identifier not working as intended
* TTT: Fixed an incorrect comment
Mass resize/re-render in spawnmenu
Delete physics of Toolgun ghosts
Disable "drive" option for jeeps
Replacement HTML for gui.OpenURL w/out Steam Overlay
Fixed Overlay and Motion Blur not working with "poster" well
Fixed 1px gap with certain settings of Toy Town effect
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Unlock both square and triangle versions of the floor grill and ladder hatch with a single research
ItemBlueprint has additionalUnlocks list to unlock items other than the item they belong to
Typo fix (#1681)
It's "requested" not "requrested".
Fixed cvars.AddChangeCallback identifiers not being unique (#1679)
Fixed a memory leak when decompressing BSP PAK (Lump 40) files
[D11] Stop receiving voice data for far away players
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