134,542 Commits over 4,293 Days - 1.31cph!

6 Minutes Ago
Clear indicesToCheck list before reusing it for water collision ignores. Fixes native crash from projectile batching, and buoyancy batching breaking after enabling the deepsea.
12 Minutes Ago
Add `monumentpuzzleresetradiationoverride` convar to force enable radiation despite the puzzle's reset status (makes testing easier) Apply minimum height to the radiation spheres as well as the puzzle resets Show height cutoff position when `drawpuzzlereset` convar is enabled
28 Minutes Ago
initial implementaion, viewmodel prefab updates
35 Minutes Ago
(Hopefully) Fix player animations sometimes being left in weird states because of pooling. Clean up the way we release animation handles to make sure the input ports always get disconnected regardless of whether the handle is valid or not, release handles when pooling players.
49 Minutes Ago
zipline IK adjustments and finger pose fix
50 Minutes Ago
Fix compile errors due to branch differences
55 Minutes Ago
Fix crash from accessing null playable graphs and playables when releasing animation handles.
58 Minutes Ago
Validate graphs when setting animation handle progress - fixes cannon reload error spam.
1 Hour Ago
stone component blockout WIP
1 Hour Ago
More fixes for potential BSP loading crashes Prevent infinite loops in MapIO * When running over 100 map inputs per frame, continue firing inputs in the next frame. No input events are discarded. A console message is printed if the limit is hit. Update ambient_generic radius description in Hammer Remove status trying to use non existent convars Update Bootil's ZLib (Just testing if it will build on Linux) Remove Bootil's ZLib usage (GZip), since it is unused by the game Merged Pull Requests * Fixed "Edit entity" property creating Lua errors when the entity was removed after menu open * Don't use deprecated VGUIFrameTime in the base game Fix spawnicons not rendering when returning true in GM:RenderScene Try to solve undo ordering issues due to clearing of undo table Actually reenable net message buffer limiter thing Whoopsie Reenable FreeImage's GIF support for now * Should not rely on this, GIFs as addon previews are not officially supported (never were) Queue simple timers to next frame if called from a simple timer callback Fixed crashes to do with flexes on NPC models Probably fixed screenspace_general_8tex Added more data to util.GetSunInfo color, material, size Fixed a typo in nags_alyx.txt Do not eject players from vehicles on Spawn() during level transitions Fixed save restore warning due to NPC flex related changes Minor cleanups Fixed Sun Editor not inheriting map values properly Added SurfaceName to `trace` concommand
1 Hour Ago
Do not eject players from vehicles on Spawn() during level transitions Fixed save restore warning due to NPC flex related changes Minor cleanups Fixed Sun Editor not inheriting map values properly Added SurfaceName to `trace` concommand
1 Hour Ago
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1 Hour Ago
merge from main
2 Hours Ago
Raise min height for water treatment radiation puzzle S2P
2 Hours Ago
Raise min height of trainyard radiation puzzle S2P
2 Hours Ago
Raise min height of sewer branch radiation puzzle S2P
2 Hours Ago
Raise min height of powerplant radiation puzzle S2P
2 Hours Ago
Cleanup
2 Hours Ago
Updated ghost ship icons
2 Hours Ago
Raise height offset of NMS S2P
2 Hours Ago
Raise height of Launch Site PuzzleReset S2P
2 Hours Ago
Fix removed using statement in PuzzleReset
3 Hours Ago
1p arcade idle anim update
4 Hours Ago
Remove commented test
4 Hours Ago
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4 Hours Ago
Picture Frames - removed glass from standing light up frame, fixed texture metadata
4 Hours Ago
Fixed deep sea entrance marker showing inside the deep sea
4 Hours Ago
Fix collider names on BBS causing warnings after a recent change
4 Hours Ago
ballista_mounting_fix -> main
5 Hours Ago
Fixed mounted ballistas flipping the player view when mounting. This was caused by a change on cannons (to support parented cannons on boats). Now only apply the parenting logic to cannons and not the regular Ballista entity.
5 Hours Ago
merge from naval_update
5 Hours Ago
merge from naval_update/deep_sea
5 Hours Ago
Added a timer to portal map marker to show the time left before the deep sea closes
5 Hours Ago
Updated deep sea portal markers
5 Hours Ago
Tweaked wipe duration and radiations
Today
stand driving pose update
Today
added 60 fps reload anim for 3p paintballgun
Today
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Today
passenger pose update
Today
Merge: from useplayertasks_invisplayers - Bugfix for invisible player in helis/other vehicles with UsePlayerUpdateJobs 2 Tests: 2p on Craggy, flew heli to player outside of network range 5 times - player was visible
Today
Bugfix: UsePlayerUpdateJobs 2 - when player leaves occlusion group, clean up last visibility timestamps - fixed whitespacing after merging messing it up in one of the files This caused negative feedback loop. If EntityQueue doesn't send snapshot during network subscription change (because of OcclusionFrameCache), the ServerOcclusion should send it, but having an expired visibility timestamp meant it didn't send the snapshot (expired == previously visible, so snapshot already sent). Tests: on Craggy with UsePlayerUpdateJobs 2 flew 2 players outside of network range, then made 2nd player fly in a minicopter to the 1st - was visible. Repeated this flight test 5 times - all passed.
Today
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Today
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Today
dpv and workcart upates
Today
Fixed deep sea rad volume not restored after a server restart
Today
Fixed duped collider on deep sea bottom collider
Today
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Add support for different animator override controllers per surface type on wallpaper tool
Today
Merge from main