140,206 Commits over 4,505 Days - 1.30cph!

10 Months Ago
Fix "Process" option for PuzzleReset not setting spawn delay of assigned groups to infinite (so they don't spawn on their own + with puzzle)
10 Months Ago
Fix menu not working in browser due to recent changes Adjust spawnmenu HTML tabs colors and padding * Make the blue color darker, consistent with main menu * Make the save button have better contrast when hovered * Remove unnecessary padding/margins so there's more space for the content , and the icons are aligned with the category selector box * Removed unused CSS classes (.btn-back) Add hover/active states to some button classes in main menu * Paginator, map categories, addon modals now have :hover and :active states where they didn't use to, makes it consistent with other buttons that do have hover states, etc. Merged Pull Requests (Community Contributions) * Menu: New Game checkboxes cleanup * Menu: Improve modals on Addons page * Menu: Optimise favourite map handling * Menu: Optimise 'ng-tranny' translation module Copy over changes to ReadPreserveEnt from CS:GO Cleaned up Panel.h Minor cleanups for gmod stuff in c_baseentity.h Try a fix for "GetEntServerClass failed for ent 1" Will print "WriteDeltaEntities m_pNewPack is NULL!" when the "fix" is hit, hopefully it will only ever happen in the one case where it would shutdown the local server since it may cause side effects on its own (for clients)
10 Months Ago
Added v4 player anims to base player animator - default sitting on chair - jumping - freefall skydiving - chute open parachuting anims
10 Months Ago
set skydiving anims to loop
10 Months Ago
Fix a bunch of the NMS SpawnGroups not being assigned in the PuzzleReset - they were at the same position so should be picked up but better to be safe - gave each one a numbered name so can confirm fixed - S2P (even though not needed)
10 Months Ago
Pause NMS puzzle reset timer until crates are looted S2P
10 Months Ago
Allow SpawnGroups to override their reset behavior - crates above NMS won't start the reset timer - scientists inside NMS could start the reset timer
10 Months Ago
Add support for puzzle resets to only start counting their timer down once they are looted - easier to check loot than wait for the keycard to specifically be swiped - enabled per puzzle reset - will ignore NPCs being killed outside the monument - very similar to how junkpiles work: start reset timer once the crates have been looted
10 Months Ago
Laser detector can now detect Vehicle_Large layer (tugboats)
10 Months Ago
Fixed laser detector not resetting its triggered flag when powered off while triggered (was harmless)
10 Months Ago
More laser detector tests Cleanup
10 Months Ago
merge from main -> boxes_dlc
10 Months Ago
Hat.Cap repose
10 Months Ago
merge from helicopter_flare_balance_pass -> main
10 Months Ago
Buying a mini or scrappie from vendor automatically grants some flares
10 Months Ago
initial setting up of viewmodel paintballgun prefabs/anims
10 Months Ago
merge from main
10 Months Ago
Tweak cannon ball velocity/gravity.
10 Months Ago
Reset pitch and prevent aiming while reloading cannons, re-introduce third person reload animations for cannons, fix cannon animator never resetting reload progress when cancelling a reload.
10 Months Ago
Roadsign Glove LODs - Male/Female
10 Months Ago
Rust Birthday Balloons - Added all balloon variations, with gibs and lods, models, textures and setup materials, created the first balloon prefab and ran manifest
10 Months Ago
Throw and fail the test if SpawnEntity failed
10 Months Ago
Adjusted Viewmodel Sway Test values to 20 on 28 items that didn't have it set to 20
10 Months Ago
Merge: from main
10 Months Ago
merge from sorted_protobuf_gen
10 Months Ago
Fix military tunnel scene not being playable in editor Fix puzzle reset not covering a small part of the underground area S2P
10 Months Ago
Merge: from spectate_dontfloodsnapshots - reduce potential delay when starting to spectate a far-away player Tests: flew around 2k procgen map, got to the other side of it then spectated player on the opposite end.
10 Months Ago
merge from military_tunnels -> puzzle_reset_changes
10 Months Ago
Merge: from main
10 Months Ago
sort ProtoMessage Messages for codegen consistency
10 Months Ago
Connect all IO to single puzzle reset generator since we already got rid of the other puzzle reset S2P
10 Months Ago
Added laser detector tests
10 Months Ago
Update: spectator's snapshot queue is cleared when switching between far-away targets This should speed up switching around on a server. Doesn't help if the network write queue is backed up Tests: on a 2k procgen map and fast noclip, flew around the island to load up the snapshot queue, then spectated on a player that's on the other side of the island. Observed player moving.
10 Months Ago
compile fixes
10 Months Ago
anim setting and mask updates for various mount animations
10 Months Ago
Knights armour helmet repose
10 Months Ago
update puzzle_reset_changes/military_tunnels
10 Months Ago
Shrink water treatment puzzle resets slightly S2P
10 Months Ago
merge from boat_building
10 Months Ago
Dome shrink puzzle reset from 60m -> 6m S2P
10 Months Ago
Occlusion gymnastics.
10 Months Ago
Harbor 2 shrink puzzle reset 50m -> 7m S2P
10 Months Ago
Harbor 1 shrink puzzlereset from 60m -> 7m S2P
10 Months Ago
Unfuck
10 Months Ago
trimming on FC4, FC2 S2P FCs
10 Months Ago
Merge from naval_update, take PlayerBoat.Server from source cus plastic is fucked
10 Months Ago
Merge from refactor_creation
10 Months Ago
turret_viewmodel -> naval_update
10 Months Ago
corrected Sail's CacheIsWindBlocked check to handle realmed colliders - tried batching this but there's not enough casts for it to be worth the overhead
10 Months Ago
Turn off viewmodel for now