128,351 Commits over 4,201 Days - 1.27cph!

Yesterday
FC1,2,3 HLOD refresh and S2P
Yesterday
re-enabled some shadows in med barge
Yesterday
disabling shadow casting on prefabs, floating city walkways prefabs and casino barge shadow casters
Yesterday
Merge from scene_holster_tools
Yesterday
Move the scene based holster tool buttons into the scene view and not the inspector
Yesterday
Merge from water_pump_power_fix
Yesterday
Removed a couple of server allocations when firing events on Water pumps and Fluid Switches
Yesterday
Another potential fix for sprinklers still spraying when connected to a water pump with a large height difference and the pump loses power
Yesterday
Fix scientists moonwalking on ghost ships
Yesterday
Fix InfoZone NRE from scientists on ghostships
Yesterday
Mark two more collision meshes r/w
Yesterday
merge npc parenting to naval update.
Yesterday
merge back cannon and player animator fixes to naval_update
Yesterday
Embed playable graph tooling
Yesterday
Reset base animator layer weight whenever we're not playing one shots.
Yesterday
Try to fix black bars on RHIB (that can show up at certain angles)
Yesterday
mounted_turret_reloading -> naval_update
Yesterday
naval_update -> mounted_turret_reloading
Yesterday
Fix some more dodgy angles on the front seat
Yesterday
- Swap front turret to correct mount pose (standing) - Fixed problems with front turret being unable to progress its reload bar properly - Adjust eye position on front turret - Remove logs
Yesterday
Yesterday
Add server convar to allow mounting the cannons outside of boats
Yesterday
Fixed AI turrets not shooting at the players (incorrect dot calculation)
Yesterday
Topologies
Yesterday
Better driver caching, prevents a random other npc on the boat from being marked as the driver
Yesterday
Fixaroo
Yesterday
Final cliffing
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