255,038 Commits over 3,990 Days - 2.66cph!
Fix ItemModSwap after merge
Natural Beehives should spawn on oak_e
Deployed Beehive:
- Reduced collider size
- Recalculated bounds
merge from crafting_update -> item_ownership
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Reduce update rate when looking in a box
merge from main -> item_ownership
- Add Progress bar to Honeycomb generation
- RPCs added with client prediction
- Cleanup NucleusGrading code
Add item ownership to items horses poop
- uses breed's name as the username
- doesn't actually do anything because poop is stackable, planning for future if they poop different unstackable items
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Transfer item ownership when explosives are picked up
- this doesn't apply yet because C4 & satchels are stackable but laying the code down ahead of time
Add ownership to ItemModRecycler (no prefabs use this but better to be safe)
Set item ownership to keycards that are picked up
Add item ownership when animal head is beheaded with a skinning knife
Set item ownership for resources that use RandomItemDispenser instead of ResourceDispenser
Add item ownership when collectible is picked off the ground
Add item ownership for items produced when car is shredded
Add item ownership to plants harvested
Update some cloud assets, ViewModel uses two handed mode by default
Fix item ownership not applying to finishing bonus
Set item ownership of photographs taken by the camera
Set item ownership of cassette tape to the player who made the recording
TTT: Fix pistols using revolver reload gesture (#2220)
Added grenade impact sound, use SelfCollisionSound
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Fixes towards MP3s hanging the game on first playback
* Fixed MP3s recaching 2 times sometimes in a row
* Fixed cache size not being able to exceed 65k
* Make MP3s skip the ID3 data immediately on cache, not on first playback. This makes loading a bit slower per-file, but makes it so we don't need to cache 400KB of useless data per MP3
* Increased amount of cached data for MP3s to satiate initial burst of data access by BASS (from 16K to 96k) This was preventing async load of the entire file
Merged Pull Requests
* Refactor sandbox hints
* Remove angular-ui, jquery-ui, jquery-color
Add ownership for gifts that are wrapped
MP5 / USP sound adjustments
Include VertexPaintTintColor in trace vertex, fixes them not being included in baked props https://files.facepunch.com/layla/1b1911b1/sbox-dev_cpecr6gQeF.png
merge from main, fuck fuck Plastic or whatever we call it now..
v_mp5/v_m4a1: the first shot you fire doesn't use the new 50/50 system anymore, making it look more unique; a shot is considered first if you haven't fired in the last 1000ms
Datacore: Add a few more DSP volumes
Try without merge tracking, ignoring subtractions
Untangle bad merges - maybe
Move package monetization to its own page
Order AutoComplete
PaymenRulesEditor
UserSelect can show friends and org friends
OrgPaymenRules use new editor component
Can edit package payment rules
Potential optimization in CreatePrefabObjectLookup
This helps a bit when cloning larger prefabs, not sure how much it will reflect in our benchmarks, on my machine the gains were quite small.
Datacore: Added a couple of DSP volumes, moved the Rat into a spot that makes more sense - it's not the same as HL1 but that spot is mental
Disable spatial blend on weapons we are shooting
Only show the repair UI to the corpse owner
Changed softcore gamemode convars
Switch to fixed-point for measuring time in movies
added concrete_castinsitu_a + concrete_panels_a
Reworked floor_steel_diamond_plate material + blends
replace tga with png
Pass weapon through to suicide event, can see how you killed yourself
added and updated some crocodile animations
Seed variants for sunflower, rose and orchid
Revert "Improve player spawn performance" so we can optimize for go clone/creation performance
This reverts commit 318474ee16bf9e057c1e8fbc8e2ee7877cf4dcd2.
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