142,398 Commits over 4,383 Days - 1.35cph!

12 Minutes Ago
update apartment_complex_monument/prototype
13 Minutes Ago
Fix priority on apartment scene menu item
17 Minutes Ago
fixed normals on flame turret guidemesh
20 Minutes Ago
Remove using as well
19 Minutes Ago
merge from main -> apartment_complex_monument
21 Minutes Ago
Unity Editor compile fix
27 Minutes Ago
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37 Minutes Ago
Update default spawnlists a little * Replaced barrel model to a destructible one, added the 2 CS:S paining models that had their textures fixed recently Fixed Player:Lock and server spawns causing drowning noise FGD cleanups * Remove fireballsprite from env_explosion (never did anything) * Remove coldworld and xbox specific fields from worldspawn * Remove WaveHeight from func_water_analog * Remove SetLocatorTargetEntity from player_proxy entity * Turn some number fields/inputs from strings to floats Merge recent BoneCache changes from x86-64
40 Minutes Ago
merge from main
40 Minutes Ago
Add mortar pitch display, refactor generic overlay to allow for appending prefabs
47 Minutes Ago
Apply some checks to CBoneCache
47 Minutes Ago
Exclude hidden redirects so the new barrels / shelves which now use dummy redirect base items don't fail all the tests
51 Minutes Ago
merge from main
60 Minutes Ago
vendingmachine_ui_refresh -> main
60 Minutes Ago
WIP setting up dart board prefab
1 Hour Ago
Second set of fixes - fake inventory compile errors
1 Hour Ago
Compile fix - swap to using flags
1 Hour Ago
vendingmachine_ui_refresh -> main
1 Hour Ago
Clear hover over button fixes
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
- Fix bugs with suggestions not being clickable - More final polish
1 Hour Ago
- Final style changes - Added suggestions area in admin panel
2 Hours Ago
Updated sprint anim (test)
4 Hours Ago
Fix prediction errors being "stronger" at high curtimes * Bumping into props at high curtime was causing velocity "mispredicitons" to be more severe than they should be. Remove CThinkSyncTester from client builds (unused) Bump Steam.inf Removing unused TempEnt networking * Te_Explosion, Te_FootPrintDecal, TE_LargeFunnel Removed some unused globals * To do with goldSrc legacy effect systems * Remove some obsolete networked fields for TEBloodSprite (probably should nuke this entirely) Remove unused fields from env_explosion * env_explosion has fields to do with fireball sprite, value of which is never actually used. So we remove it. Remove some useless sprite precaches clientside * Doesn't seem to cause any side effects in my testing, sprites from HL1 era effects, mostly bubbles, smoke, lasers, explosions
4 Hours Ago
Clean: removed FilterInvalidPlayers now that I've validated that all kicks were grouped at end - cleaned up comments that pointed out kick locations Tests: none, trivial change
4 Hours Ago
industrial electric furnace - added lods - split glass and furnace - updated item skin - updated prefab
4 Hours Ago
Bugfix: avoid NRE after kicking a player while iterating over a player cache - consolidated all kicks in ServerUpdateParallel to end of the method Tests: got kicked for terrain violations, no NRE
4 Hours Ago
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
4 Hours Ago
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
5 Hours Ago
Potential fix for scientists not spawning on cargo
5 Hours Ago
Fix minor typo in WhatUsesThis
5 Hours Ago
Merge fixes.
5 Hours Ago
Delete old wolf prefab and class, a consequence of this is that the population convar is now "wolf2.population", todo rename wolf2 to wolf
5 Hours Ago
Update: StableObjectArray.RemoveAtSwapback can now optionally invalidate stable indices - added unit tests Should help us maintain packed state of dependent arrays - will start converting current use cases next. Tests: ran unit tests
6 Hours Ago
merge from main -> fix_dynamic_occlusion_pausing
6 Hours Ago
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
6 Hours Ago
simplified encryption again
6 Hours Ago
Simplify encryption
6 Hours Ago
Merge from main
Today
All remaining monument fixes.
Today
Fixed a bunch of errors when baking and using the LOD baker tool
Today
merge from playerboat_droppeditem_parent_fix
Today
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
main -> vendingmachine_ui_refresh
Today
Block setinfo concommand Try to prevent infinite loops in model animation code Apply "boing" jigglebone fix from TF2 SDK PRs * Fixes some models becoming invisible due to jigglebones * ValveSoftware/source-sdk-2013/pull/1721 Fix crash with dropship at entity limit w/ strider container Minor changes & cleanups Adjust airboat flashlight * Make it a bit brighter, make it shine a bit father, and fix weird horizontal cutting off due to vertical FOV More nullptr checks for when at entity limit * Stalker, Combine Cannon effects More cleanups for consistency Fix inverted condition on some Lua funcs, oopsie Disallow physics functions on players * Is there any reason to allow this? Add VPROF scope to IsPhysicsObjectValid Remove VPROF from GetType (& minor cleanups) Get rid of remaining CSteamAPIContext references * Enables updating Steamworks SDK to latest versions * Maybe fixed getting notifications in chat for already unlocked achievements Only disallow SOME characters from concommand names * Spaces, newlines, tabs, etc., for backwards compatibility with poor decisions in the past More cleanups * Deletes CPropAirboat::CreateAntiFlipConstraint (unused) * Delete unused fields on some tempents clientside Restrict control characters from concommand names as well * Surely no language uses those, I think concommand.Add throws error when giving invalid params Rollback changes to Player::GetEyeTrace * it causes bugs with existing mods, and the perf gains on client are negligible. On server, well, it causes bugs with existing mods Minor cleanups Force ragdoll light origin to the first physics bone * This fixes strider and some other models appearing black after spawning Fixed light origin on a bunch of PHX props * So when the props are spawned, they don't turn pitch black immediately or at certain resting angles * ~200 models affected Update some other model illumpositions * Seats, that one crate gib, alyxgun and annabelle * Fixed normals on stunstick world model Include notification font reduction * Somehow it was never included in the previous HUD related commit
Today
range and accelerated visuals LODs and material setup prefabs replaced and updated.
Today
Updated encryption strategy
Today
removed sneaky anim event sfx from 3p sitting anims
Today
exported unique firecracker 3p animations and linked to new holdtype anim controller