143,964 Commits over 4,413 Days - 1.36cph!

Just Now
merge from rfreceiver_modding_fix
29 Minutes Ago
Fixed duped packs in the steam inventory menu if purchased when the game was closed
29 Minutes Ago
merge from steaminventory_newitem
30 Minutes Ago
merge from main
39 Minutes Ago
mortar projectile flight sound implementation
49 Minutes Ago
Fix shop name input being at a weird position when opening the dialog window
51 Minutes Ago
Ensure 'remove all' popup closes if you disconenct
53 Minutes Ago
Support UI popup with empty string titles
1 Hour Ago
Fixed a bug in VPC to do with game conditionals * It was setting the GMOD conditional only for projects AFTER (and including) server/client.DLL which caused unintended files to be included in 64bit builds due to order of projects being different engine.dll and dedicated.dll builds for 64bit + minor changes * Fixed srcds_win64.exe trying to load 32 bit DLLs * Some minor changes from x86-64 for consistency and cleanliness Build server.dll 64bit
1 Hour Ago
Fix dodgy shadow on apply, modify and discard buttons
1 Hour Ago
Fix broken open transition
1 Hour Ago
Add debug output to VPC warning
2 Hours Ago
empty_country_list_fix -> main
2 Hours Ago
Debug commands to test whats going wrong with geolocation - Codegen - Rebuild phrases
2 Hours Ago
Re-enable `canPlaceInsideRocks` on the terrain checks of foundation prefabs
2 Hours Ago
Fix MacOS not rebuilding VPC
2 Hours Ago
Undo changes to foundation prefabs since the merge messed up at some point and they ended up with 2x MeshRenderer components throwing strange errors
2 Hours Ago
Merge some changes from main * VPC change, minor VPC script changes * Fixed tier1, tier0 exclude VPCs causing warnings during project gen
3 Hours Ago
merge from efficiency_desc
3 Hours Ago
Efficiency upgrade description change, on the right branch this time
3 Hours Ago
Fixed not being able to connect a wire to a door controller when the door is open
3 Hours Ago
Subtract new navmesh
3 Hours Ago
Readd god rock & anvil rock to craggy
3 Hours Ago
Fixed efficiency description to a generic now that it includes explosives /satchels
3 Hours Ago
Codegen
3 Hours Ago
merge from computer_io_no_passthrough (very minor, parameter change only)
3 Hours Ago
remove computer station passthrough, slightly move input plug to line up better with model
4 Hours Ago
Reapply Antihack.cs #if SERVER changes
4 Hours Ago
merge from main -> fix_foundation_clipping_rocks
4 Hours Ago
ServerSetFrequency changes in RFReceiver to make it easier for Oxide to patch the method
5 Hours Ago
Fixed lunar wall dividers all named Wall Divider Pack Added a new key for the pack
5 Hours Ago
Fixed barrels and shelves showing the new hidden base redirect item in store pages
5 Hours Ago
Manually bumped up the renderer bounds of feet, hands, and torso. Fixes parts disappearing in niche situations.
5 Hours Ago
Fixed the mess with ice throne showing as Ice King Pack
5 Hours Ago
merge from storepage_abyss_fix
5 Hours Ago
merge from storepage_frontier_fix
5 Hours Ago
Fixed hazmats named Abyss Pack in the abyss pack store page Added a proper token for Abyss Pack
5 Hours Ago
Various kiosk fixes
5 Hours Ago
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5 Hours Ago
Kiosk lighting
5 Hours Ago
increase max player sprinkle
5 Hours Ago
Added missing railroad planter box to the frontier DLC store page Also fixed triangle planter redirect
5 Hours Ago
Final volume checks
5 Hours Ago
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6 Hours Ago
allow mortar to be picked up without hammer (flag if the pickup prompt becomes annoying)
6 Hours Ago
Use player volume rather than player score. This prevents servers with 1/2/3 players that have hit max player count from being put up the rankings
6 Hours Ago
Missed one more DigitalClockAlarm pooling issue
6 Hours Ago
New default sorting order - Initially sort via population - Use distance as tie breaker - Very occasionally sprinkle in lower pop
6 Hours Ago
Enable STUDIO_DRAW_NO_SHADOWS for particle models "Render models" particle renderer sets up model lighting * Copied what "render_blobs" does from Portal 2. Nullout some render structs on creation Add NULL check to CBaseEntity::GetLuaEntity() Added Insurgency (Standalone) to mountable games list Some base_npcs.lua placeholders Fixed clients getting stuck on loading screen sometimes * CNetChan::UpdateSubChannels() used integer math to decide how many fragment packets to send, the default value wasn't a multiple of the FRAGMENT_SIZE, so the last fragment was basically discarded. Now we account for that by ceil()-ing the number after calculating it using floats * Changed net_maxfragments to be a multiple of FRAGMENT_SIZE (28000=>24576) Fixed re-selecting ragdoll with Faceposer corrupting values Fix workshop support when Steam throws errors * When Steam throws errors during subscription info gathering. Prevent corruption of the net channel due to fragments * Perform some self-tests when sending fragments over the wire. * Especially if some brainiac decides to bypass net_maxfragments limits Make concommand.Add errors non halting Combine mines ignore dead players * Also changed where "ignore players" setting is checked for hopefully more performance. Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.
Today
Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.