199,426 Commits over 4,140 Days - 2.01cph!

Just Now
Enable Jalopy idle_running animation without hl2_episodic convar This applies to all vehicles, even modded ones, if they have an animation bound to ACT_IDLE_STIMULATED Fixed a regressive Lua error with Player:AddCount (Community Contrib) Minor cleanup Prevent certain code making shotguns emit a damage event for each pellet The "TraceAttackToTriggers" system for bullets would cause the shot entity to have a separate damage event for each pellet for a shutgun shot. Update FGD - light properties descriptions Prevent silly values in fog_controller Undo changes to Func_MoveLinear.SetSpeed again Mount CSS/Episodic VPKs in tools Make Linux happy Fixed weird white spots on Metrocop playermodel gloves Updated/Fixed decal textures & materials from main
8 Minutes Ago
Merge from trimmed_asset_warmup/scene_warmup
14 Minutes Ago
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17 Minutes Ago
compass viewmodel - removed ironsights script and elements from prefab
18 Minutes Ago
Handle hardcoded, wildcard-like asset references if they're using string interpolation (lootpanels, etc) Remove explicit inclusion of Assets/bundled/Prefabs/ui Apply some filtering to decide what hardcoded references go into the bootstrap asset scene vs. others (cargoship etc don't need to be loaded for the menu)
20 Minutes Ago
compass viewmodel - reduced lowered position when running, also reduced bob/offset for added visibility
34 Minutes Ago
Make Linux happy
37 Minutes Ago
priv prefab tweak
36 Minutes Ago
Swap ClothingMovementProperties for heavy chest and legs (misassigned refs)
39 Minutes Ago
40 Minutes Ago
added textures and updated material for pilot hazmat backpack
46 Minutes Ago
52 Minutes Ago
Prevent silly values in fog_controller Undo changes to Func_MoveLinear.SetSpeed again Fixed weird white spots on Metrocop playermodel gloves Mount CSS/Episodic VPKs in tools
60 Minutes Ago
add per-biome, per-weather fog start distance ramps
1 Hour Ago
Refactor VehiclePrivilege IsDriver checks to CanModifyAuth
1 Hour Ago
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1 Hour Ago
Merge from medical bay props
1 Hour Ago
Simpify filtering logic
1 Hour Ago
merge from main
1 Hour Ago
UI Layout changes. Viewmodel scroll now has a filter text box. Removed old viewmodel UI
1 Hour Ago
Improvised walkway progress
1 Hour Ago
More set dressing (WIP) of food market. Reduced AO intensity on banana bunches.
1 Hour Ago
Fix conversation order being sometimes inverted (scientist switching lines, not making sense)
1 Hour Ago
Set up python anims, entity and override controller
1 Hour Ago
Handle static array constructors, skip convars when resetting static fields.
1 Hour Ago
fixes after merge
1 Hour Ago
Add playerboat_privilege entity. Setup entity for player boat. Manifest.
1 Hour Ago
- Add death bark (disabled for now) - Add fallback for index out of range issue when path succeeds but there is only one point
1 Hour Ago
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1 Hour Ago
PlayerBoat prefab cleanup
2 Hours Ago
- Make scientists have conversations instead of speaking to themselves - Fix scientists orchestrating a push even though their grenade throw failed (then saying too much "come with me")
2 Hours Ago
Moved all overlay modals in the canvas overlay parent
2 Hours Ago
center FP logo more
2 Hours Ago
Hazing iteration for distance.
2 Hours Ago
cannon materials, textures and gibs
2 Hours Ago
All popups background scale to fit 21:9+ ratios
3 Hours Ago
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3 Hours Ago
merge from main
3 Hours Ago
Shockbyte localization fixes
3 Hours Ago
turn off toggles for flashlight, fog, and rain before screenshots
3 Hours Ago
Merge from parent
3 Hours Ago
Merge from main
3 Hours Ago
batched projectiles handle cameraclip avoiding code for thrown projectiles
3 Hours Ago
Notification Clean up
3 Hours Ago
Merge from parenting_trigger_tests
3 Hours Ago
NRE and localization fixes
3 Hours Ago
Fix scientists abandonning their zone if they hear the player while searching, instead keep holding the zone and only chase if the sound is in their zone
4 Hours Ago
set 4k cinematic textures to no compression and trilinear
4 Hours Ago
cinematic 4k textures for black box (pilot hazmat storage)
4 Hours Ago
pilot hazmat items - renamed codelock to flight control codelock, storage to black box, ejector seat to salvaged ejector seat. Set up unlockables properly, made items not default spawn or craft, tested unlocked skin via repair bench, rendered out icon for black box, set black box deploy/move sound to metal, rebuilt manifest