139,920 Commits over 4,505 Days - 1.29cph!

13 Minutes Ago
Merge from PlayerMaintainedMonuments
13 Minutes Ago
Merge from main
14 Minutes Ago
Merge from powergrid/fuse_swap
14 Minutes Ago
Merge from powergrid/fuse_deterioration
23 Minutes Ago
landmine now uses a proper worldmodel instead of burlap sack hooked .item up.
34 Minutes Ago
added worldmodels for floor spikes trap and tin can alarm hooked up .worldmodel to .item for each. now drop instead of using burlap sacks.
42 Minutes Ago
Heavy fuse deterioration changes: - All inserted fuses deteriorate per tick rather than just the oldest - Fuses below 30% condition deteriorate faster - If no fuses are below 30%, then the weakest fuse deteriorates faster Adjustable by convars
Rin
1 Hour Ago
merge from sculpture_default_invis_fix
Rin
1 Hour Ago
merge from sculptures
Rin
1 Hour Ago
merge from game_room_dlc
1 Hour Ago
Fixed a floating wire in power plant Powerplant S2P
1 Hour Ago
renamed folders to remove artist names from name conventions, reorganised to separate randomised rooms into own folder structure
1 Hour Ago
prevernt breaking down stone sculpture
1 Hour Ago
salting the SculptFormat data with the entity ID to avoid collision with default data
1 Hour Ago
Merge from main
1 Hour Ago
Renamed Halloween Garland to Halloween String Lights and reran Mani
1 Hour Ago
merge from storepage_aug26
2 Hours Ago
Bar game branding power of two
2 Hours Ago
Bar games store page media
2 Hours Ago
Only allow breaking connections from powerlines if you have building auth over the entity at the other end of the connection
3 Hours Ago
merge from storepage_aug26 (stone sculpture page done)
3 Hours Ago
Video fix
3 Hours Ago
Updating uzi rig with new model and adding world model rig
3 Hours Ago
Gave sculptures bullet penetration again, but on the right branch
3 Hours Ago
merge from main
3 Hours Ago
Stone sculpture media video
3 Hours Ago
given bullet penetration to sculptures, takes 20% off the damage
3 Hours Ago
bar games pack square images, still waiting on thumbnail
3 Hours Ago
Merge from main
4 Hours Ago
Merge from terrain_hole_mask_res_fix
4 Hours Ago
Fix terrain hole mask with resolution scaling changes
4 Hours Ago
merge from PlayerMaintainedMonuments
4 Hours Ago
Fix splash-2 sound definition error S2P Dome
5 Hours Ago
Avoiding assigning camera.depthTextureMode when not needed to reduce camera serialisation bump
Rin
Today
Merge from pooltable_dismount_kill_fix
Added some instructions to pool
FInal new darts ui fixes
Today
Move "loading saves" from GameSetup -> EditorPref - fixes having to re-save the scene or juggle the file in PlasticSCM every time someone else has saves enabled/disabled or has set a custom save file to load - stores in EditorPrefs per-scene - follows existing behavior: defaults to false unless enabled in the scene - adds toolbar button similar to the "Skip Domain Reload" button
Today
Update default nexus endpoint
Today
add dolly preview window in the dolly editor
Today
Finally fixed the deployable netting sounding like chainlink fence when struck
Today
workbench upgrade world models each workbench upgrade item has its own world model now instead of a burlap sack in some cases, i've created simplified versions of an upgrade so they visually make sense as a dropped item
Can connect wires to the new powerline IO even without building privilege
Today
Add vertical scrolling to the timeline
Today
Fixed "Spawn with toolgun" not respecting tool trace for props * Also fixed it not remembering prop skin and bodygroups r_visualizetraces 2 now visualizes hull trace sizes Try using a hull trace for "Can we reach ladder" check * This is meant to address the ability to attach to a HL2 ladder through certain walls with tiny gaps Minor cleanups Do a LoS trace when searching for ladder dismounts * Also clear all previous dismounts when searching for ladder dismounts, in case the ladder moved or something Fixed Lua error in main menu when unsubbing before menu init Apply crazy physics entity removal to movetype FLY(GRAVITY) entities * This fixes crossbow and SMG1 projectiles spamming warnings infinitely when they somehow fall outside of the map Improve "TWOPASS" brush rendering in shadow passes
Today
set up events to hide flare when thrown in 3p
Disable being able to swap heavy fuses from the power plant fuseboxes. Get zapped for trying
Today
elite, bradley and large wooden crate + variants now all have gibs. greatly improved the gibs on the basic crate and the visuals.
Today
Merge: from mt_snapshot_saving - Bugfix for exception when saving ApartmentRooms in Jobs 4 mode Tests: rented a room in Jobs 4 mode, verified with debugger that code was hit and no exception produced
Today
Bugfix: use transform handles when saving ApartmentRoom.GetDailyUpkeepCost in Jobs 4 mode Bypasses transform access which avoids tripping up on unity MT checks Tests: rented a room in Jobs 4 mode, had a breakpoint in the code - no exceptions