144,677 Commits over 4,413 Days - 1.37cph!

15 Minutes Ago
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21 Minutes Ago
Merge from main
57 Minutes Ago
Bleed fix.
1 Hour Ago
Fixed some ground slaps on the wrong layer to fix bleed. Temporarily disabled the embedded string light prefab lights in the apartment lighting prefab so that each one can be positioned and tuned manually. Hobo barrel prefab tweaks. More lighting prefab WIP stuff.
1 Hour Ago
illuminated pressure pad; - textures first pass - updated icon render setting - updated material
1 Hour Ago
Cranked the flicker floor up more.
1 Hour Ago
The ~100hz neon flicker varies a little for each sign type. All use primes for both ints and decs to avoid waveforms ever fully syncing. Slightly raised the bottom floor of the wave.
2 Hours Ago
Hackweek FPV Kamikaze Drone - Updated model, textures, materials, setup prefab, icon, updated skins list, etc. Fully functional single local up vector multi axis rotation flight model with new accurate 3D model https://files.facepunch.com/mauroavalos/1b1411b1/14_14-12-MatureElk.mp4
3 Hours Ago
Check for mute on startup & look in response of submitting voice data to see if muted - gives ok time delay before muting without 100k players polling the API
3 Hours Ago
Codegen
3 Hours Ago
- Swap vine swinging mount pose to standing - Fix offset y rotation - Increase drag to a more realistic level - Fix pooltable mountable not removing itself when dismounting
4 Hours Ago
merge from decorative plants hackweek
4 Hours Ago
Merge from missionobjective_findentities_optim
4 Hours Ago
Fix some objectives searching on layers which are no good on the client
4 Hours Ago
- Table can track multiple mountables - Can't mount if you're already mounted - Don't need to call kill - the table does it
4 Hours Ago
- Setup v_spear anims/avatar - Fix inside terrain violation when jumpin on mountable - Viewmodel was set to wrong prefab - Viewmodel skeleton fix - Add viewmodel renderers to skinned mesh renderers
4 Hours Ago
Fix pool cue viewmodel not spawning
4 Hours Ago
- Manifest - Force mount the pool table mountable on use
4 Hours Ago
Remove remaining game logic from pool table
4 Hours Ago
- PoolGameController (all game logic: turns, win conditions etc) - Cleanup overal - Shooting logic (not connected yet) - Wire into PoolTable
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
Merge from missionobjective_findentities_optim
5 Hours Ago
Fix MissionObjective_KillEntity missing set initialized flag Fix MissionObjective_KillEntity showing both standard mission marker and ping marker together when pings are enabled Fix WorldPositionGenerator potentially throwing a NRE in editor
6 Hours Ago
Fix HLMV/HLFaceposer crashing due to modern control styles * Apparently windows API bug where GetClassInfoExA returns garbage? Minor cleanup Fixed StudioMDL crashing More compile warning fixes
6 Hours Ago
Cleanup
6 Hours Ago
Fix HLMV/HLFaceposer crashing due to modern control styles * Apparently windows API bug where GetClassInfoExA returns garbage? Minor cleanup Fixed StudioMDL crashing More compile warning fixes Merge DetailObjectSystem fixes from TF2 SDK for 64bit
6 Hours Ago
Remove turn animations from AK, seems to break stuff even tho they aren't used
6 Hours Ago
updated the building topology and added a collider for tree guards
Today
Clean(tests): same for UpdateNetGroup Tests: ran unit tests
Today
Updated models and prefabs of swimwear 1 and 2. fixed clipping issues.
Today
Clean(tests): same for MovePlayer Tests: ran unit tests
Today
Push up temp animations and angles for turn in place, maybe they can be used as reference
Today
Add secondary motion/foot scatter, re-format fields
Today
Clean(tests): UpdateSubs injectLastVis default to true now Tests: ran unit tests
Today
Ceiling lights just use the HasPower flag instead of On
Today
Bugfix(tests): sae for TestNew_KillSleeperAndReconnect Tests: ran all ServerOcclusionGroupTests - they pass
Today
Bugfix(tests): same fix for TestNew_KillSleeperAndReconnect Tests: ran TestNew_KillSleeperAndReconnect
Today
Train tunnel light fixture material fixes.
Today
fixed wrong conditional
Today
Bugfix(tests): properly setup player's last visibility state in TestNew_Reconnect Tests: ran unit test - it passes
Today
merge from reset_groups_command
Today
Turn in place IK subsystem, turns the player's lower body towards where they're facing rather than just sliding the feet - still kinda robotic.
Today
Bugfix: NetworkVisibilityGrid.IsVisibleFrom no longer reports visibility between hardcoded groups Failed unit tests by making Limbo group visible from main grid cell Tests: ran TestNew_MoveOther, no longer fails
Today
merge from mortar_prototype
Today
moved SendBufferedFlagChanges outside of circuit loop
Today
Improve mortar uneven ground placement error
Today
merge from main