136,247 Commits over 4,444 Days - 1.28cph!

1 Hour Ago
re-add stomped audio prefabs
1 Hour Ago
Fixed merge from pre-merge commit
2 Hours Ago
subtract screwed up merge so we can try again (apartment_complex_core turned into a prefab variant of a water barrel??)
3 Hours Ago
Fixed VMO errors on server restart
3 Hours Ago
Added a close shop option to the rentable shop, immediately closes the shop and transfers all inventory to the player immediately
4 Hours Ago
merge from main/apartment_complex_monument
Today
Can now access admin panel from anywhere when looking at a rentable shop if the shop is open (still need to look at the contract sign to open a store)
Today
InitialScrapFee 260 -> 100 Required hours of rent upfront 24 -> 12 Default cost to open a store is now 220 (was 500) Fixed some inconsistencies on the open store dialog for hours of rent required
Today
merge from prototype -> apartment_complex_monument
Today
Fix the second safezone check inside Hurt() blocking damage when inside apartment room - the check that prevents players inside a safezone damaging players outside a safezone - this should be handled inside the first safezone damage check
Today
merge from cannon_mortars_subsystems
Today
Fix mortars getting stuck in firing loops in demos
Today
Make the safezone checks in OnAttacked() only run on the server in CLIENT + SERVER mode (as it's confusing when it runs on client entity but coincidentally does nothing)
Today
test spray
Today
Fix players being marked as hostile the second they leave their apartment room because the timer for holding their weapon was counting up inside the room
Today
Fix TriggerSafeZoneOverride not being partial
Today
Add `clearhostile` command to reset your hostile timer - refactor `MarkHostileFor()` by adding `SetHostileDuration()` so I can clear hostile time instead of only adding onto hostile time
Today
Fix missing collider physics materials on 13 entities across the apartment complex
Today
Allow players to hold their weapon inside their apartment room
Today
Fix vitals showing both safezone & combatzone after changing CombatZone to a flag
Today
Don't show "you must put away your weapon" when inside your room
Today
Make it impossible to be marked hostile when inside your apartment room (combat, shooting, whatever)
Today
▉▉▉▍▉▄ ▉▅▌▆▆ ▋▇▌▌ ▄▆▉▅
Today
brightend up emissive
Today
fireflies, firearms, explosions, mushrooms, emissives for all
Today
Also allow looting the bodybag corpses too inside the rooms
Today
Allow looting player corpses inside apartment rooms too
Slightly repositioned check in here text (made it more centred) Scene2prefab
Today
Rename helper method
Added a bit more dressing to the check in desk room
Today
Reduce flickering of view mode selectors in Hammer Add safeguard to hitbox getter Hammer tweaks * info_particle_system uses its effect_name in entity report * Adjust Map Information dialog * Make Map error and Entity report dialogs wider SMG1 grenade and RPG rockets no longer hit health kit bounding boxes * Was previously done to Crossbow bolts only, but these 2 also suffer from this * Changed collision group of SMG1 grenades from COLLISION_GROUP_PROJECTILE to HL2COLLISION_GROUP_SPIT to enable it hitting health kit physics objects Implement health pred changes from TF2 SDK * Implements and adds FTYPEDESC_ONLY_ERROR_IF_ABOVE_ZERO_TO_ZERO_OR_BELOW_ETC flag to player health Print a warning if render.Capture(Pixels) fails to alloc memory Added "Portal Viz Width" option to Hammer 3D settings * Changes how thick "Load Portal File" lines are. Default is 2. Merged Pull Requests + Minor cleanups * Changing a single quote to a double quote * Micro optimizations for gmod_light * TTT: Add check for if GetHeadshotMultiplier exists on carried weapon
Today
Allow combat damage explicitly between two people inside the same room / hostile trigger
Today
Change approach to allowing combat inside the safezone - still consider them inside a safezone regardless where they are in the apartment monument - only whitelist actions we care about + filtering to be safer than fully disabling safezone serverside completely
Today
merge from npc_turret_interference_fix
Today
Remove unnecessary check
Today
merge from npc_turret_interference_fix
Today
Stop autoturret interference from being applied to npc sentries and making random turrets in the apartment complex not shoot anyone
Today
RRP ReflectionProbeEx + vclouds rendering into it
Today
stacked terminals blocker WIP
Today
Dart mini game animation and event updates
Today
merge from prototype -> apartment_complex_monument
Today
Get rid of autoclosing when owner opens their door, I thought it would be better but it's so annoying - you will remember to close your doors behind you once you live in the apartments for a bit
Today
Switch to having combat zone driven by a player flag instead - was akward having the server metabolism driving the safezone flag but the client using the hostile zone triggers - wasn't syncing properly when leaving the hostile area and entering safezone again because the server would wait up to 2 seconds to tell you were in a safezone again so you wouldn't see safezone or combatzone vital
Today
Delete leftover bulky sofa prefab, replace with a regular static sofa
Today
Fixed gestures and misc animations not working
Today
Fixed all old controls now that we're using the new input system. Only allow freecam when we don't have any camera options toggled
Fixed pixel thin gaps between geometry
Today
Buildfix: expose NetworkPosTickCallback setter Tests: none, trivial change
Today
Merge: from cargoship_bot_replication_fix - Bugfix: fix bots/sleepers disappearing from cargoship Tests: spawned cargoship event, spawned bot, followed them for a couple mins - no houdini