142,844 Commits over 4,383 Days - 1.36cph!

2 Years Ago
Fixed reversed suspension on new bike model (suspension still needs other work)
2 Years Ago
Merge from child branch (don't know how that happened)
2 Years Ago
Server side check
2 Years Ago
Add holdToPlaceDuration option to construction, allows us to make an object take x seconds of holding the button to build While holding the build button the player has to remain still, any movement will cancel the build (rotating is ok) Shows a progress bar while in process Added two tips to contextually explain what's happening when the player tries to move or taps the button to build Enabled for 3 seconds on all external gates and walls
2 Years Ago
Fix debris spawning on top of eachother when a foundation breaks, then a wall breaks after
2 Years Ago
Deploy guide parenting fixes, still need to fix the bounds check
2 Years Ago
Add debris to square & triangle foundations - debris added to all foundation wall sockets - 1 debris added on terrain in center of foundation https://files.facepunch.com/jakerich/vBA5ptZzQPvqzAhX/buUrI3Cu6T0zkcBo.jpg
2 Years Ago
Cleanup
2 Years Ago
Occlude underwater rendering.
2 Years Ago
Cargo ship now docks at both harbors Cargo ship no longer decides it's target harbor on spawn, every time it hits a patrol waypoint it checks if that waypoint is a harbor approach point for a harbor it hasn't visited yet Egress time is now only started once all docking is complete, takes the lifetime of the cargo ship into account with a minimum two minute buffer after docking is completed (eg. event time is set to 10 minutes but it take 12 minutes to travel and dock at both harbors - ship will patrol for an additional 2 minutes after leaving the harbor before starting it's egress) Lots of refactors, rolled a bunch of lists into a single list with a new HarborInfo containing all the relevant information
2 Years Ago
Looping fix.
2 Years Ago
Screen shake configuration and pooling scripts.
2 Years Ago
WIP making cargo dock at both harbors
2 Years Ago
Adjust tax UI display Round up when calculating tax rates (eg. 125 cost, 10% tax = 13 extra scrap)
2 Years Ago
updating motorbike temp model/prefab
2 Years Ago
Fixed artifacts on torch flame.
2 Years Ago
Add a tax rate system to the tech tree, adds an additional scrap cost to each purchase on the tech tree Tax rate is assigned by workbench level, defaults are: Tier 1 = 0% tax Tier 2 = 10% tax Tier 3 = 20% tax Tax rates are configurable via server.workbench1TaxRate, etc (clamped between 0 and 100%) Tax rates are displayed on the purchase button on the tech tree This tax is exclusive to the workbench, research table costs are unchanged Moved ScrapForResearch from ResearchTable.cs to Workbench.cs as it was only used for work benches
2 Years Ago
Temporary code to automatically pause the editor when a long stall is detected. Should hopefully preserve the profiler at the point we need to see it
2 Years Ago
Remove PingEstimator editor spam
2 Years Ago
Reuse old p17 empty state logic for sks viewmodel Use events to turn on the shell in the magazine based Build manifest so the gun works after loading/saving
2 Years Ago
Changed MLRS default brokenDownMinutes from 10 minutes to 20 minutes
2 Years Ago
C4 & satchel will mark the BuildingBlock it lands on as "damaged" when it sticks to it (but deal no damage until it blows up) - prevents players from upgrading building block in the 10 seconds before C4 blows up
2 Years Ago
Allow xmas ice high walls to be demolished too
2 Years Ago
Fix ContextMenu opening (with no options) when high walls are past their demolish timer of 10 minutes
2 Years Ago
Fix funky TOD behavior on nexus enabled servers, hopefully
2 Years Ago
Allow high walls & external gates to be demolished - move demolish code from BuildingBlock -> StabilityEntity - add `canBeDemolished` field - add `demolish_seconds` convar (default 10m) to control demolish time
2 Years Ago
merge from roulette_random
2 Years Ago
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2 Years Ago
FX meta spam
2 Years Ago
Merge cleanup.
2 Years Ago
Various fixes / post-merge unfuckery.
2 Years Ago
merge from auto_map_upload
2 Years Ago
Compile fix
2 Years Ago
Add ability to put items into backpack by dragging the item onto the equipped backpack (rather than opening backpack)
2 Years Ago
merge from static_workbench_slot_fix
2 Years Ago
merge from ai_zone_leak
2 Years Ago
merge from full_serverside_fall_damage_clean_diff
2 Years Ago
merge from auto_map_upload
2 Years Ago
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2 Years Ago
viewmodel prefab - set shell root object on vm script
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
player update. exported/set up ak47 anim set
2 Years Ago
Removed DoorController redundant slot code
2 Years Ago
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2 Years Ago
Unhide sv_maxunlag convar Minor adjustments to server browser filter UI You can now click the filter text to tick the checkboxes Fixed ENT.PhysicsSounds defaulting to true Added physcannon_instant (defaults to 1) Exactly as it sounds, makes the gravity gun be able to be used instantly after switching to it, bypassing deploy animation (and sv_defaultdeplyspeed) This default value preserves the original HL2/GMod behavior Fixed normal combine soldiers with shotguns having their skin set to the shotgunner one Reset ammo types on map shutdown as well & Cleanups Remove more dead code Explicit default value to GetMemberBool because it is defaulting to true(??) Workaround animation event IDs on listen servers being set to "invalid" values Ability to auto join full servers when they get a free slot https://files.facepunch.com/rubat/2024/April17-7-UnwittingManta.png The selected updates every 10 seconds now. Ability to add servers to favorites by IP https://files.facepunch.com/rubat/2024/April17-11-PinkIvorybackedwoodswallow.png Make new vgui.Create errors non halting Because of course mods are already doing silly stuff. Fixed Lua being able to make the main menu black on disconnect Fixed a warning about "Invalid texture id -1" on disconnect Fix certain detail props not rendering on maps with more than 65k of em Move some hardcoded values of weapon_fists to SWEP.* variables Merged some pull requests * Updated TTT Russian localization * Micro optimizations with weapon_base & GM:DrawDeathNotice * Fixed some typos in FGD and Lua comments Update some more spawncions for consistency Alternative fix for traces not hitting transparent displacements Better consistency with brushes that use same materials - does not cast shadow and traces hit them Fixed toolgun ghost entity fading out in singleplayer on some maps Added vgui.GetAll() Returns only Lua created panels. Used to fix PANEL:PreAutoRefresh() and PANEL:PostAutoRefresh() not working Fixed some crashes with DSPs
2 Years Ago
DoorController prefab: new sockets, updated lights