143,728 Commits over 4,413 Days - 1.36cph!

2 Years Ago
Fix EventRecord being submitted twice due to FireProjectile & causing pooling errors
2 Years Ago
Add warning to EventRecord to warn if the data point is submitted multiple times & generally spot pooling errors
2 Years Ago
Fix signs, photo frames, and carvable pumpkins not transferring their image to the other server
2 Years Ago
Fix ancient pooling bug in CodeLock which was making them wonky after loading in from another server
2 Years Ago
all wooden posts in gibs
2 Years Ago
update double cover gibs
2 Years Ago
Fixed an issue where side inputs were not being reset when the main power was cut
2 Years Ago
Ensured is localised setup for shopkeepers
2 Years Ago
gibs model for wood barricade
2 Years Ago
Added fishing village, bandit town and outpost shopkeeper tokens
2 Years Ago
Attempt at fixing the vent shaft exploit in the oilrig
2 Years Ago
Fix NRE in Analytics.OnItemDespawn()
2 Years Ago
safezone recyclers yield 20% less resources than before and take 8 seconds per cycle radtown recyclers yield 20% more resources than before and take 5 seconds per cycle
2 Years Ago
Vision marker setup
2 Years Ago
Fix NRE in ServerListManager.EnqueuePings()
2 Years Ago
Ramdon lighting files
2 Years Ago
S2P - got all vending machines translations working apart from shopkeepers
2 Years Ago
backup
2 Years Ago
sks updates - fixed ironsights clipping camera, anim events fix
2 Years Ago
merge from 96514
2 Years Ago
Don't allow dead players to transfer servers
2 Years Ago
updated wooden barricade covers to be double size
2 Years Ago
Added missing textures for pefttest/grass_tuft models Default cl_detail_allow_vertex_lighting to 1 Added grass_swamp_001a/b models used in detail.vbsp Update detail.vbsp garrysmod-requests/issues/2351 Merged Pull Request TTT: Optimize ragdoll search network traffic + fix disconnected player networking Added sv_log_client_errors (defaults to 1) Above 0 = log clientside errors to 'clientside_errors.txt'. 0 = Log to console only. Below 0 = do not even print those errors on console.
2 Years Ago
Fix modded tag on client not working with new compressed tags
2 Years Ago
Fixed problem that would corrupt database!
2 Years Ago
Tiger asset, textures and material setup
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
Added exhaustive check of database when asset child assets can't be determined by Unity
2 Years Ago
merge from main
2 Years Ago
merge from qol_auth_friends_tc
2 Years Ago
Updated to scan for external moves and deletes
2 Years Ago
Merge from main
2 Years Ago
exported rough 3p blunderbuster anim set and setting up blunder buster in unity
2 Years Ago
added chippy box
2 Years Ago
scaled down heads a lot, started on some lighting presets
2 Years Ago
UI Prefab update
2 Years Ago
Added new overlay type and prefab for hood. Item.
2 Years Ago
merge from sks (Sar skin for nomad hazmat pack)
2 Years Ago
merge from external_holdtobuild
2 Years Ago
merge from launch_site_puzzle_loot_fix
2 Years Ago
New branch, merging prisonerhood (3 years old) to main instead of updating a 3 year old branch.
2 Years Ago
Setup for weaponracks
2 Years Ago
Fixed crates spawning inside LS elite spawns on puzzle reset
2 Years Ago
merge from industrial_conveyor_quickmove
2 Years Ago
merge from cargo_double_dock
2 Years Ago
merge from mission_improvements_may_24
2 Years Ago
merge from material_reserialize_may_24
2 Years Ago
Improve ServerUse for weapons with >0 thickness. Previously a sphercast would find all hits along the bullet's travel, and then hit the first valid solid object. But imagine a theoretical bullet with e.g. 20m thickness, hitting the ground in the middle of a crowd of players. That bullet hits the ground first, so that's considered the canonical hit, and no players take damage at all. In this updated version, we only exit once we've done damage to something that can actually take damage, otherwise we keep looking through all the hits. Since this means we might now find valid hits behind solid static objects, we now also check for visibility of the hit.
2 Years Ago
Minor edit, don't need a separate method here