128,323 Commits over 4,201 Days - 1.27cph!

Yesterday
Fixed ai mounted weapon controller so it points at the right location again
Yesterday
prevent rear turret clipping checks from failing right at the corners
Yesterday
- AI's can now reload turrets if they are empty - Extra profiling in a bunch of turret methods - Run at randomised time to keep the thread clear
Yesterday
Now disable their canvas when invisible: - Team ui - Fog overlay - Wounded screen Some fixes to other screens not disabling themselves by default
Yesterday
Setup swap RPG component on viewmodel
Yesterday
Marked remaining floating city collision meshes r/w
Yesterday
Delay visual chickens enabling for a second, seems to fix the distorted skinned mesh renderers S2P floating city 1+2
Yesterday
Removed the three GameUI.Hud.Buffs prefabs in GameUI.Hud Unused legacy stuff
Yesterday
Now disable their canvas when invisible: - Build cost indicator - Repair cost indicator - Game tip - Voice chat - God and invis overlays - All full screen overlays (9 canvases)
Yesterday
Merge from parent
Yesterday
Sleeping screen, AI designer, pie menu, progress bar and sleeping screen now disable their canvas when invisible
Yesterday
merge from optimize_water_body_culling -> main
Yesterday
Unshelved Jake's printCanvases command changes: it now shows canvases as a hierarchy
Yesterday
Re-add support for world and local space inputs (mouse delta vs aim angles)
Yesterday
Fixes to ensure the server representation is updated properly
Yesterday
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Yesterday
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Yesterday
Rewrote cmounted turret client prediction
Yesterday
Fixes for Lumberjack and Outpost scientist NPC's
Yesterday
Handle edict limit Lua errors in some Sandbox dupe functions Sandbox entity spawning adjustments * Do not store the NPC/Vehicle table in the duplications or on the entity itself. This increases dupe sizes, and we already store the spawnname so that should be enough to link into associated lists * Use list.GetEntry where possible, avoid copying the entire list and cleans up code Fixed list.GetEntry erroring when used Fixed duplicator support for HL2 entities as non admin * Sandbox now stores the EntityName on created entities and through duplicator, like NPCs and Vehicles do * Non admins can now duplicate HL2 entities from spawnmenu, and they call appropriate hooks * Portal cores now duplicate properly Added resistance-hacked combine mine to spawnmenu
Yesterday
merge from naval_update
Yesterday
re-exported hmlmg from blender and split off ammo box
Yesterday
Merge from boat_building
Yesterday
Update VRAD limit output Relates to gamelump limits (detail props, static props, etc), instead of 1/memory usage, it will now correctly display used memory with a maximum of 0. For static props, added a counter with a maximum value to let the user know when approaching the limit that the game client will not be able to handle. (16k static props) Make .properties parsing code same on win/linux Fixes certain strings not loading correctly on Linux Update localization files Merged Pull Requests * Optimized Widgets system * Server rating penalty for outdated servers * Localization for chat message prefixes (dead/team messages)
Yesterday
Merge from parent
Yesterday
Added very placeholder direction arrows to sail deployment guide. Arrows point FORWARDS. Point these to the front of your boat.
Yesterday
Added female prefab to all Skinnables, now shows proper male/female prefab in workshop scene
Yesterday
Merge from boat_building
Yesterday
Cannon deployment improvements/fixes, works nicely with cannon wall. Enabled pickup for cannons.
Yesterday
merge from deep_sea
Yesterday
ValidBounds checks cleanup
Yesterday
Smalle engine deploy guide fixes/no collision.
Yesterday
Fixed IsInsideOuterBounds returning false when in the deep sea, bricking all LOS checks
Yesterday
Merge from parent
Yesterday
Finish building from steering wheel now shows the same error messages as when trying to finish building from the station.
Yesterday
RPG7 - updated viewmodel and textures, added worldmodel and LODs
Yesterday
merge from main
Yesterday
Progress & proper hierarchy structure on 3
Yesterday
Merge from boat_building
Yesterday
IBoatPropulsion compile fixes
Yesterday
Jobify the damage region scanning for instance data
Yesterday
Merge from naval_update
Yesterday
Small engine can now be picked up
Yesterday
Revert cannon prefab to before it exploded
Yesterday
Fixed broken material on roof_support_a_end Added culling volume to casino interior lights
Yesterday
Bugfix(editor): StoreBundleTool - handle invalid paths This can happen if the serialized path now points to renamed or deleted resource. Tests: none, don't have a case like that right now.
Yesterday
Hide reamining, non-deployed, required category item icons in boat building UI if one item has already been placed and only one is required. Eg, hide engine in UI if one isn't placed, but a sail is.
Yesterday
Update(editor): StoreBundleTool - stage timings emit volume of work Makes it easier to confirm if it's doing anything when there are no dirty changes Tests: ran the tool
Yesterday
Clean(editor): remove Tools/Menu2 Checked both the editor pref by variable and by value, they're not used anywhere Tests: none, trivial change