136,646 Commits over 4,324 Days - 1.32cph!

10 Minutes Ago
first pass on environment volumes
40 Minutes Ago
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45 Minutes Ago
Don't write motion vectors on the 50 cal ejection FX. Fixes smudge issue with the links when sailing.
59 Minutes Ago
Small hue tweak.
1 Hour Ago
Fixed a regression in the PT boat emission.
1 Hour Ago
merge from fix_scientists_not_wounding
1 Hour Ago
Add fuse burn animation to cannon firing. Retarget new fuse mesh to old fuse bones. Toggle fuse depending on loaded state. (this might be unnecessary.)
2 Hours Ago
merge from naval_update
2 Hours Ago
Charcoal Comp Box - Final lowpoly, bake, WIP textures
2 Hours Ago
Fix State_Playtanimation NRE
2 Hours Ago
Component Ammo Box - Moved and updated textures, set correct resolution
2 Hours Ago
Tweaked all tropical trees minigame marker data, some of them were off
3 Hours Ago
Fix scientists taking too long to notice a player touching them, sometimes going through players without noticing, they'll now notice instantly
3 Hours Ago
Fixed deep sea trees client/server scale mismatch. These trees are handplaced with custom scale and S2P-ed, it wasn't working, the scale was overriden by decor components - Added a skip decor components field in ResourceEntity, set to false on all the deep sea tree instance. Prevent DecorScale from messing the scale - Deep sea now enable scale networking on its trees Fixed the collision issues and tree minigame not working S2P all tropical islands
3 Hours Ago
CodeGen
3 Hours Ago
If streamermode is enabled then turn off RHIB screens
4 Hours Ago
Pool fix
4 Hours Ago
Fix Alyx playermodel coloring covering some wrong areas Pull Request: Added color support for Arctic player model Lets try updating BASS.DLL to 2.4.18.3 * Probably achieves nothing at all Alias prop_portal_stats_display to prop_dynamic * Fixes Portal 1 having missing elevators Material refcount changes * Fixed Portal 1 energy pellet having missing texture (0 ref count) * Do not precache AR2 ball materials until used, they can now also unload on map change * Do not forcibly precache muzzleflash materials that are not even used Render hook changes * Apply correct rendering matrices for PreDrawHUD and PostDrawHUD, so calling cam.Start2D is no longer necessary. * Move calling of PreDrawHUD slightly later, so it renders in the 2D view, just like PostDrawHUD does. * Moved GM:PostDrawEffects to be called slightly sooner than before, so it is called in the 3D view, not after it, and also is consistently called only when PreDrawEffects is Prevent opening chat with cl_drawhud 0 locking you out of main menu Do not precache some HL1 weapons Prevent gauss gun spewing about out of bounds values Better handle invalid physObj in queued collision events Lets try making lights non networked Added "damage" keyvalue to `crossbow_bolt` Allow m_ragdollMins/m_ragdoll.allowStretch via SetSaveValue again Minor cleanups Make Pistol weapon use its draw empty animation when empty Implement empty draw for Crossbow
4 Hours Ago
centred floating_city_3 terrain properly, rebaked shore vectors
4 Hours Ago
Merge from deepsea_closed_fail_missions
4 Hours Ago
Small code fixes Rebuild phrases
4 Hours Ago
50cal and cannon updates
4 Hours Ago
Minor adjustments to walk around distance
4 Hours Ago
- Show tooltip if you try to reload the turret whilst its full - Show tooltip if you try to reload the turret and have other types of 5.56 ammo in your inventory. We require standard 5.56
4 Hours Ago
merge from main
4 Hours Ago
Codegen and compile fixes
4 Hours Ago
Include hl2 version of buildingset056a * Apparently it was changed in the 20th anniversary update? particle COLLISION_MODE_INITIAL_TRACE_DOWN traces down * instead of tracing west More potential crash fixes func_movelinear supports changing parents * Fixed a bug on ep1_c17_01 Rearrange new field of CopiedDupe netmessage to bottom * Apparently there's some addon out there that overrides some duplicator functionality and breaks any changes, sigh. At least this way it should be less broken. Add some checks for voice chat gain manager * If current or target gain become inf or nan, reset. Also prevent division by 0. More fixes for potential crashes Fix OSX compile error Remove more unused HUD elements from builds HUDShouldDraw gets called for cl_showfps panel (when active) Remove more unused GameUI stuff Fixed crashes with certain material proxies when used on static props More minor cleanups sv_showimpacts draws server hitboxes in blue color Init QAngle to 0,0,0 on creation Fixed player hitboxes in vehicles at odd angles Fixed some player animation/hitbox desync * Vehicle animation poseparameters were not set serverside * Player "grab ear" animation was not playing serverside Restore sv_showhitboxes (cheat protected)
4 Hours Ago
Merge from naval_update
4 Hours Ago
Merge from main
4 Hours Ago
apartments building facade, atrium and corridors progress
5 Hours Ago
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5 Hours Ago
merge from indirect_instancing
5 Hours Ago
Mark Indirect Instancing as DeveloperOnly
5 Hours Ago
Cargo plane anti collision light changed into a simpler, smaller strobe, so that it isn't potentially the heaviest thing in the game to render anymore.
6 Hours Ago
Fix new scientists killing players without wounding them first
6 Hours Ago
Fixed signal computer flare trigger. Signal computer hums, and also does a little beep when ready to transmit.
6 Hours Ago
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
6 Hours Ago
Disabled tree minigame for palm_tree_tropical_short_e - too small
6 Hours Ago
Tweaked floating city 3 shore vector volumes S2P
6 Hours Ago
fixed native pixel data using wrong format, should've been half4 not just Color
Today
handling floating city data, blits in on top of generated values - also jobified stupid texture data population, 30ms down to 0.7ms still too slow but way better
Today
paintball gun no longer researchable
Today
Cannonball textures from 5.3mb to 0.6mb.
Today
Minor deep sea code cleanup
Today
Leaving or entering the deep sea by respawning on bags now fire the client RPC updating the buoys and shore vector data Fixes buoys disappearing after dying in the deep sea and respawning on the main land
Today
Screen overlay shift to be compatible with the floating point precision in deep sea. Fixes computer screen tearing.
Today
Reserved flag fix (7 to 8 for flare)
Today
Fix occupied seats not working after a vehicle is copy pasted
Today
Signal computer flare uses its own entity flag_toggle logic instead of piggybacking off the strobe light.
Today
Signal computer mesh read/write for col.