141,985 Commits over 4,383 Days - 1.35cph!

Today
updated mortar animation idle pose
Today
merge from fix_forceaddtoteam -> main
Today
Fix forceaddtoteam not working if you weren't already in a team and not working if the target was already in a team
Today
WIP on supporting emission intensity in workshop, fix emission toggle in workshop with intensity not 0
Today
merge from fix_itemcontainer_take_leak -> main
Today
Industrial Large Furnace - updated model, textures Updated manifest and localization
Today
Add crossfade to mortar pose, fix animation handles not being released, fix animation handles not applying autoplay properly.
Today
Industrial Autoturret - Updated textures, reran skin lists, renamed textures to new convention
Fix smoke grenade manager returns driving me crazy
transformchanged_cleanup -> main
Support food on corpses again
Save a few pennies in SmokeGrenadeManager::Move
main -> vendingmachine_ui_refresh
transformchanged_cleanup -> main
Space
- Only check if food in transform changed override for dropped entity - Only check if smoke in transform changed override for smoke grenades
Today
Lower mortar deploy angle check to only allow placement on flat ground
Today
Salvaged Icepick inventory sounds and weapon audio polish
Today
Add mortar deployment guide prefab
Today
merge from mortar_prototype
Today
Fix mortar deployment NRE, fix socket mods using the wrong layers
Cleanup transform changed: - Only do checks on positional network update - Only do smoke grenade checks for smoke grenades
Today
edited player animator controller so the3p jog backwards anim works correctly and set the walk animations speeds to 1 from 1.5 after exporting edited 3p walking animations to play at that speed correctly
- Deselect support - Format changes
Yesterday
- Lil pop anim when the search opens up - Dont create a tooltip if text field is empty - Add icon and placeholder text colouring support to input fields
Yesterday
added a little low wall to the penthouse greybox separating kitchen/living
Yesterday
removed collision from broken glass decal as it causes issues walking over moved some mesh decals up in radtown, radtown S2P
Yesterday
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Yesterday
this probably fixes it
Yesterday
Merge from workbench_upgrades
Yesterday
industrial electric furnace - reduced AO to 512
Yesterday
io workbench visual point setup
Yesterday
industrial electric furnace - game model - updated prefabs - Added stand in textures - Setup IO on off states in prefab - Added off and glass material
Yesterday
Some setup on io.table.deployed
Yesterday
industrial electric furnace - rename material to on state
Yesterday
Fix bad merge
Yesterday
main -> vendingmachine_ui_refresh
Yesterday
server_browser_row_fix -> main
Yesterday
Fix server browser only showing 4 entries until you scroll or change the page
Yesterday
Removed example charms from accessory manager
Yesterday
Fixed broken materials in backpacks and parental advisory charms Re-cached viewmodel textures, fixing the NRE Resized backpack texture sizes
Yesterday
Prefabbed up Kiosk E parts. Kiosk E LODs, collision, prefab setup, plus shutter LODs and setup.
Yesterday
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Yesterday
brought length relaxation back up to 1, mistakenly tweaked and caused small clipping
Yesterday
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Yesterday
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Yesterday
Merge: from unitask_reliable_taskpool - Optim: UniTask internal pooling now reliably caches items Tests: unit and perf tests, ran around Craggy with Jobs 3
Yesterday
Optim: ensure UniTask.TaskPool reliably caches items - copied from repo at 88737fb5 Original version was written in wait-free fashion which permitted only 1 participant while failing others. Rewritten to be lock-free, which allows to guarantee pooling Tests: ran unit and perf tests. stuck breakpoints to confirm that repeated perf test invocation didn't have allocations. ran around craggy with jobs 3
Yesterday
fixed draw distances on new static door prefabs and layer to world collisions for the apartment complex building
Yesterday
Minor changes to entity classes Deletes C_BaseAnimating.m_bNoModelParticles (unused) Makes C_BaseEntity::m_fEffects, m_nRenderMode and m_nOldRenderMode private Removed C_BaseAnimating.SaveRagdollInfo, RetrieveRagdollInfo, m_bStoreRagdollInfo Moved some private/protected members around a bit (C_BaseEntity, C_BaseAnimating) Minor changes & cleanups * CBaseServerVehicle, CPropVehicleDriveable, CBaseAnimating rearranged some fields * CBasePlayer - rearranged some private fields * CHL2_Player - deleted UpdateLocatorPosition, SetLocatorTargetEntity, m_vecMissPositions, m_nNumMissPositions, m_AutoaimTimer, m_hLockedAutoAimEntity, m_hLocatorTargetEntity, m_flTimeNextLadderHint, DisplayLadderHudHint * CLogicPlayerProxy - removed defunct SetLocatorTargetEntity input * Restored mega grav gun armor reduction with hl2_episodic 1 Make "Unable to load module" give a reason in Windows More player and localplayerdata field reordering More field reshuffling * Deletes Panek::m_nHorizontalGradient, m_nVerticalGradient, m_nHorizontalGradientR, m_nVerticalGradientR (unused fields) Added ProjectedTexture:Get/SetSkipShadowUpdates Prevent invalid data in spawnmenu lists breaking search * Such as erroneously setting a weapon entry to a string or something Restore airboat speedometer thing Make "ProcessServerInfo failed" kick show a popup Update dxsuppor.cfg with some changes from HL2 cl_detaildist to 4096 high model & water detail for unknown cards Fixed r_rootlod with high numbers crashing the game Update default detailsprite material * Remove alpha testing and fix alpha fading of the detail sprites (rather than on/off "fading") Add missing CS:S painting textures Fixed $treeswaystatic not being copied to DepthWrite Add density sliders to fogui Undo changes to player_info_s CFixedCommandStorageBuffer bounds check Prevent NPE crashes with creating physics too soon * Entity:PhysicsInitBox and Sphere affected. Will throw console warning. Alias func_simpleladder to func_brush * Fixes L4D ladders not working Prevent infinite loops from EntityEmitSound hook Fix drive system not working fully in TTT Some HUD adjustments * Use 1440p HUD font size for 2560x1660, 4K remains unchanged * Make the notification font text slightly smaller, now better matches sizes between 1080p and 1440p with how it used to be @ 1080p Make Voice HUD use its own font + positioning fix * The voice panels no longer overlap ammo HUD at high resolutions