136,732 Commits over 4,444 Days - 1.28cph!

18 Minutes Ago
Merge from apartment_complex_monument
18 Minutes Ago
40 Minutes Ago
Fixed button inside security room not opening door
3 Hours Ago
Fixed disabling domain reloads breaking renting rooms due to static telephone manager fields
3 Hours Ago
Replace 0 with O on the door label if the door is in the basement Add · to both sides of the door label if the door is in the penthouse
3 Hours Ago
More LOD fixups Should be no more loose components
3 Hours Ago
3p gesture animation update
4 Hours Ago
Add `printapartmentculling` to confirm what apartment rooms are culling Fix apartments not being force culled when outside of the apartment complex building Switch ApartmentRoom.Building to a SyncVar so its on the client
4 Hours Ago
Fix paintable sign inserts not being covered in raid windows
4 Hours Ago
Fixed elevator floor nr consistency
4 Hours Ago
Changed one decal slice to match the apt numbers.
4 Hours Ago
Converted some static structures to RendererLods/MeshLods Rentable shop signs, window_penthouse_flat_opaque, Caboose_ground_junk_straight_b/c
4 Hours Ago
Merge from main
5 Hours Ago
Merge from occlusion_culling_toggle_fix/batch_culling_fixes Fixes MeshCull components not properly disabling when culled by occlusion culling Fixed renderers with Rendererbatch components not being included in the culling system, even if they don't meet the batching reqs (submeshes, r/w, vert count, etc) Can be toggled via graphics.useDetailedRendererBatchCullingCheck for a/b testing (on by default) Our benchmarks show an occasional slight decrease in max frame rate but a moderate increase in low frame rates (slighty lower ceiling ceiling, higher floor) Also includes a speculative fix for an index out of range error some players were experiencing
5 Hours Ago
Basement improvements.
5 Hours Ago
merge from apartment_complex_monument -> main
5 Hours Ago
Basement apt numbers WIP. Fixed basement apt doors having a see-thru gap.
5 Hours Ago
Medium apt labels & related corridor lighting tweaks.
5 Hours Ago
Fix static elevator lift "raise single floor" menu being stomped in CS 154047
6 Hours Ago
6 Hours Ago
Merge from main
6 Hours Ago
update from main
6 Hours Ago
supermarket freezer mesh and texture updates
Fix condition failed speech node data being wiped if the standard resulting node is unset
Today
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Today
merge from apartment_complex_monument -> main
Today
merge from prototype -> apartment_complex_monument
Today
Fix eject position not assigned on the small apartment Move a few things under furniture root
Today
Slightly shrink size of combat zone triggers in apartments to avoid triggering teleport when player is walking into the invisible barrier
Today
gamesroom shotgun trap - greybox added - intial prefab setup - item created - icon created - material created - ran localization & manifest
Today
Fix apartment entities missing from manifest entity list too
Today
Update apartment prefabs (labels updated from manifest)
Today
Update manifest (apartment entities got lost?)
Today
Lower slots of bathroom sink & medicine cabinet from large box -> small box
Today
Implement RemoveAllPlayers() to teleport all the players out of the room when the lease expires / apartment is checked out
Today
Rename DailyScrapUpkeep -> CachedDailyUpkeep to make it more clear
Today
Fix initial scrap not being added to upkeep terminal because the upkeep terminal isn't a part of the list of furniture
Today
Limit func_ladder dismount search count per ladder * So if using silly console commands the game doesn't lock up trying to check the known universe for dismount points Barnacle tweaks * Prevent barnacles trying to grab PhysGun frozen props since they'd be unable to grab those props and will just keep tugging at them forever * Heavy and frozen props will cause barnacle tongue to float above said props, not go through them * Try to prevent rare barnacle crash Minor cleanups Fixed Fast Headcrabs using Normal Headcrab health convar Fixed Think hook serverside running even if last curtime is same as current Added timer.IsPaused Minor cleanup: Make IsEntity an actual alias internally Switch Lua timers to double curtime * Seems like an important system that should have this Merged Pull Requests * Spawnmenu localized search * Turkish localization updates for TTT * Consistent stripping of bogus characters from server names * Lua implementations of TypeID and is<type> globals Added new argument to steamworks.FileInfo - bool extraInfo * If set, "description" will be up to 8000 bytes long (255 is the default), and "extra_previews" data will be fetched and returned Block some snd_ and dsp_ cvars that save to config
Today
First pass on gear boxes for maintaining water treatment plant tank - Insert gears into gearbox - When gears are present, valve wheel can be turned - Turning valves increases pressure in water tank - WIP: Above certain threshold, tank is active and begins to produce water.
Today
Add features to ItemBasedFlowRestrictor, to prepare for water treatment plant gear boxes - option to destroy 1 passthrough item every x seconds, instead of decaying condition - option for locking inventory once passthrough items have been inserted (cannot be removed)
Today
Fix apartment oven in the penthouse being called "large furnace" in the loot panel instead of "Oven"
Today
Apt. door lighting fixes part 2
Today
Fix furnace in medium apartment not being under "furniture" root
Today
merge from prototype -> apartment_complex_monument
Today
update apartment_complex_monument/prototype
Today
Fix compile errors
Today
Make combat zone trigger only on server to prevent client colliders being caught in it - we use flag for combat zone now so don't need it on the client
Today
Fixing poorly lit apartment doors, part 1