243,444 Commits over 3,898 Days - 2.60cph!

6 Months Ago
Adjust speed down slightly from 5x to approximately 2.5x faster than before
6 Months Ago
If a codelock is locked, entering the "last used" code is now 5x faster than before
6 Months Ago
Custom inspector tool for messing with NPCVendingOrders First lot of travelling vendor orders complete
6 Months Ago
Added 'light flag' cinematic entities - useful for cutting/blocking light: • 3 variants; small, medium and large • Assigned to group 4 (misc) to allow independant hiding https://files.facepunch.com/paddy/20240524/v0i1IhWD86.mp4
6 Months Ago
Changes to cinematic entities: • Cine entities can now be hidden by group - lighting, backdrops, props and misc (Thanks Flavien!) • Assigned backdrop entities to group 2 - can now be hidden independant of lighting • Updated help descriptions for cinematic entity convars https://files.facepunch.com/paddy/20240524/jyHPcEL0id.mp4
6 Months Ago
Also ensure it doesn't do higher damage against high walls & external walls
6 Months Ago
Added ability to get random entries from a vending order list Added ability to set min,max pricing as well as very low pricing and pricing chances Weight moved to different section
6 Months Ago
Buff salvaged hammer so it has the same DPS as a jackhammer, but only against deployables - still uses normal damage against walls and doors - acts like it's higher durability because it uses less hits to break things
6 Months Ago
Merge CH47 Scientist NRE Fix -> main
6 Months Ago
Recompute origin of new mesh for extracted mesh faces
6 Months Ago
Remove another unnecessary check
6 Months Ago
Delay spawning CH47 scientists until we're sure the helicopter is inside the world bounds
6 Months Ago
CH47 fixed duplicate collider names
6 Months Ago
Remove eye check
6 Months Ago
Merge from main
6 Months Ago
Scene/timeline backups
6 Months Ago
Merge from main
6 Months Ago
Merge from main
6 Months Ago
skin approval + twitch drops
6 Months Ago
fixing material path for scaffold pieces
6 Months Ago
Compile fix
6 Months Ago
Only ensure swapchains up to date in tools mode and dont let hostedwidget change videomode, that's also handled by EnsureSwapChainsUpToDate and was causing a vulkan crash Fix Directional AO shader, it was broken for a while and nobody noticed, add a proper falloff curve to it, I feel like just deleting this and starting new with the new Scene Distance Field AO stuff
6 Months Ago
merge from spooky_slider
6 Months Ago
Allow players to skip queue when joining a server for 5 minutes after they are disconnected - will hold your spot so server doesn't overfill - controlled with convar `rejoin_delay` (default 300s)
6 Months Ago
merge from nexus
6 Months Ago
merge from horse_fixes
6 Months Ago
merge from mediumbattery_size
6 Months Ago
merge from waterjug_throw
6 Months Ago
merge from io_seismic_sensor
6 Months Ago
▉▆ ▉▅▉▋▄ ▄▅▋▆ ▉▅▆▊▋_▍▇▆▊▌█▆
6 Months Ago
merge from update_when_offscreen_convar
6 Months Ago
merge from doorcontroller_fixes
6 Months Ago
ctrl+i inverts selection for vertices, edges and faces
6 Months Ago
Optimize sam sites by looping through all possible targets on the server and checking distance instead of using physics queries - store list of all sam site targets on the server - no idea why physics queries are that slow
6 Months Ago
Add twitch drops models
6 Months Ago
Fix edge extrude not updating uvs of connecting face
6 Months Ago
merge from main -> optimize_sqlite_fastmode
6 Months Ago
Industrial conveyor now adds item directly when it is clicked in the search menu instead of the search menu closing after each item Increased search menu size from 5 items -> 24 items Made the conveyor filter menu larger to show more items at once https://files.facepunch.com/jakerich/nigt4uYWxO8KGLDH/k8z5W03AYiTh9mD0.mp4
6 Months Ago
Removed electric furnace 'Turn On' and 'Turn Off' side inputs They are now automatically turned ON or OFF depending on whether they have power, this simplifies circuits and fixes a few issues on server restarts
6 Months Ago
Vendor will attempt to straighten itself up once it pulls over
6 Months Ago
Increased laser detector range to match the beam length (from 4 to 12 meters) Also fixed players not being detected when approaching the beam head-on
6 Months Ago
Fetch display info from compositor Submit texture, render loop, etc.
6 Months Ago
Compositor - getters for display info Depth swapchain/texture are completely optional, can be ignored etc Acquire/wait for views inside BeginFrame, save off for Submit XR_EXT_debug_utils support Minor tweaks Remove RequestValidationLayers, m_useValidationLayers - unused Get rid of right eye offset until I figure rendering out completely
6 Months Ago
Update avatar scene to fix outdated scene meshes
6 Months Ago
Increase industrial conveyor from 12 item filters -> 30 item filters
6 Months Ago
Code cleanup Exposed more things as variables Pullover timer added
6 Months Ago
Fix traffic cone material Remove collision from checkpoint Update player prefab Map 1
6 Months Ago
naming updates
6 Months Ago
3p cuffs - 3p anim exports, also added an overirde controller for kidnapper state
6 Months Ago
Merge clientside and serverside physobj scaling code Update button spawnicons to face the camera mat_viewportscale tiny value Problem Remove unintended label from HL2 spawnlist Fixed stray "Other2" category name fallback in spawnmenu Added PhysObj:MakeShadow( maxSpeed, maxAngSpeed ) This allows making any physics object a physics shadow, not just Entity:PhysicsInitShadow Speed values of 0 or below mean do not allow movement. Added RegisterMetaTable( name, table ) "anim" type SENTs move physics objects clientside for you Hopefully this will not cause any issues surface.PlaySound can accept soundscript names clientside This will only translate the soundscript name to a file path, it will NOT affect ptich/volume, etc, since the function does not support that at all.