134,573 Commits over 4,293 Days - 1.31cph!

47 Minutes Ago
Merge from naval_update
47 Minutes Ago
More accurate shootable collision on small ramp
1 Hour Ago
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2 Hours Ago
Merge from naval_update
2 Hours Ago
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2 Hours Ago
Merge from main
2 Hours Ago
Merge from sprinkler_vis_refactor
2 Hours Ago
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small Fixed a couple of curtain prefabs in the casino that were broken The exterior curtain now appears in the HLOD mesh S2P all floating cities
4 Hours Ago
Add profiling marker to terrain render
4 Hours Ago
merge from main
Today
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Today
merge from naval_update
Today
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Today
Reworked DeepSea buoys to adhere to Flavien's different states. Made them long distance visible.
Today
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Move development build logs into a convar instead (to give us more control of when we want to print) Codegen
Today
Shutter Frames WIP
Today
More potential crash fixes to do with model flexes Scale JIGGLE_IS_BOING jiggle bones with bone scale
Today
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Today
merge from naval_update/deep_sea
Today
merge from naval_update
Today
Removed unused sprite added by error
Today
- tweaked holster position - tweaked lod group settings - removed uneeded worldmodel prefab
Today
- entity setup - created correctly set up worldmodel prefab (current being used is set up to use batch rendering with meshes that exceed the limit to batch) - set .item to use new worldmdodel prefab
Today
merge from fix_puzzle_reset_underground -> main
Today
Paintable Reactive Target - Initial folder structure, added model with LODs and textures
Today
Removed prevent building volume from deep sea portals, not necessary
Today
more prefab and setup updates, re-exported anims at origin, removed prefab offsets
Today
Raise min height of airfield radiation puzzle Shrink size of airfield puzzle reset from 35m -> 28m S2P
Today
Shifted arctic research base AI wake zone up by 15m, which shifts the puzzle reset & radiation height upwards S2P
Today
Clear indicesToCheck list before reusing it for water collision ignores. Fixes native crash from projectile batching, and buoyancy batching breaking after enabling the deepsea.
Today
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
Today
initial implementaion, viewmodel prefab updates
Today
(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.
Today
zipline IK adjustments and finger pose fix
Today
Fix compile errors due to branch differences
Today
Fix crash from accessing null playable graphs and playables when releasing animation handles.
Today
Validate graphs when setting animation handle progress - fixes cannon reload error spam.
Today
stone component blockout WIP
Today
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
Today
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
Today
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Today
merge from main
Today
Raise min height for water treatment radiation puzzle S2P
Today
Raise min height of trainyard radiation puzzle S2P
Today
Raise min height of sewer branch radiation puzzle S2P
Today
Raise min height of powerplant radiation puzzle S2P
Today
Cleanup
Today
Updated ghost ship icons