131,596 Commits over 4,232 Days - 1.30cph!

Today
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Today
merge from main/naval_update/boat_plank_sounds
Today
merge from main/naval_update/boat_wheel_sounds
Today
sounds for most of the modular boats and related deployables (few bits still WIP)
Today
Triangle fan cells wip
Today
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
Today
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
scientist_boat_ai -> naval_update
Fix muzzle flash not spawning at the right location for the right pt boat turret
scientist_boat_ai -> naval_update
Compile fixes
Today
Added "Super Chiby" font for balloons, fix references on prefabs
- Fix boats sometimes spawning with weird rotation values - Delay enabling leg renderers till a bit later to prevent them not turning on sometimes? - More changes to leg animator settings to prevent ocean waves from causing the legs to have a freak out - Bring back LOD for turning on or off leg animators
Today
Extend the tugboat deployable sanity check tool to also add the VehicleLarge layer to the groundwatch layer mask for any VehicleLarge capable deployables. Ran the tool and added the layer to 130 deployables.
Today
Rework text displaying on party balloons to accomodate all the different shapes, added multiple parameters to improve variability and conformity to mesh. Added text display to all applicable balloons
Today
Fixed Lua error with "" for rope material Fix nullptr crashes (on game exit?) to do with HTML panels (CEF) Make Zombine use zombie blood color Resistance mines target Xen Aliens from HL1 Make Resistance Mine have proper name in killfeed Add missing attachments to Combine APC model So the player's view is not in the ground if they somehow got into the APC prop_vehicle_apc code tweaks * You can now actually exit the APC if you got into a non locked one * Non locked APC now starts the engine when entry animation ends * Do not play locked sound for non locked APC
Today
Merge: from hackweek_jit_explorer - Buildfix for missing type definitions Tests: built scripts in all editor modes
Today
Buildfix: move type declarations to JITViewer Tests: compiled scripts in all editor build modes
Today
Cherry picking 137160 instead of merging from main (getting client compilation error from 137130)
Today
CodeGen
Today
Merge from main
Today
fuzz tweaks
Bandana repose
- Fixed more issues with poor AI mounted turret aiming - Ensure rear turret does the correct checks (it has an inverted forward) - Ensure leg renderers are disabled when player model is thrown in the pool - Fix turret seats being able to move x and z rotation when they should only match the y rotation (this would cause them to spawn at weird offset angles)
lumberjack hoodie prefab update
Heavy Scientist repose/lods
Today
audio changes on the double and single 50cal turrets
Add digital ammo counter
Today
handmade sight refresh LOD 0 and LODs
Today
Rabbit mask repose
Yesterday
Merge from naval update
Yesterday
painted + bare metal textue variants for explosives component box, plus LODs
Yesterday
Ratmask repose
Yesterday
ore greybox model
Yesterday
marging last stuff from hackweek before I forget
Yesterday
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Yesterday
wip compile fixes (PC crashed killed my library, still importing to test)
Yesterday
Snakemask repose
Yesterday
merge from main -> birthday2025
Yesterday
merge from boat_building
Yesterday
Include Vehicle_Large layer in stability notifications
Yesterday
merge from boat_building
Yesterday
Merge from parent
Yesterday
Fixed new scientists not applying damage to shields properly
Yesterday
updated textures
Yesterday
- Better behaviour around corners - Stopped AI gunner being slightly off on the Y direction sometimes (I was translating the direction from a direction without removing the yaw rotation, so it was slightly offset - Perform LOS on AI gunner with its target before engaging - Various minor tweaks (reduced context resolution, increased avoidance polling rate)
Yesterday
Convar the generator pool count as `marchingcubemanager.generatorpoolcount`, defaults to 4 limit to [1-32] so no one sets it to a stupid value
Yesterday
UI help info
Yesterday
Fixed missing translations on small ramp FIxed sails and engines cutting out if player stood on the end of the small ramp
Yesterday
FIxed MapView exception when dying in deep sea due to it closing Fixed unhandled CL_PlayerEnterDeepSea RPC (no longer call it)