137,278 Commits over 4,474 Days - 1.28cph!

Yesterday
merge from storepage_glowingwallpaper
Yesterday
Added glowing wallpaper pack store page
Yesterday
Bunch of asset + folder cleanup, rename, organize.
Yesterday
Satellite prefab cleanup, remove placeholder art.
Yesterday
Merge from satellite_art
Yesterday
More ui
Yesterday
UI tweaks
Yesterday
LODs and COL for stacked terminals monument blocker
Yesterday
Bugfix(editor): add ResetStaticFields to OcclusionCulling - codegen Tests: spawned copypaste, restarted game in editor - print out doesn't mention lingering renderers
Yesterday
Updating alien costume cloth asset
2 Days Ago
Merge: from main
2 Days Ago
merge from glowing_wallpapers - added square steam images to pack
2 Days Ago
Deleted accidental texture exports
2 Days Ago
Updating alien costume woth burst cloth
2 Days Ago
added square steam images to glowing wallpaper pack steam item
2 Days Ago
some scene redesign at powerplant to accomodate the new loot cage
2 Days Ago
Manifest
2 Days Ago
Fixed phrase merge, restored 37 phrases
2 Days Ago
merge from main
2 Days Ago
Merge from main (broken merged phrases)
2 Days Ago
Manually disabled shadows on wire_prefab - this is used for powerlines Shadows used to be disabled via the IsShadowInsignificant check which checked if the mesh was small and the lod level was greater than the lod state count - 2 Both of these are true in this case, it's a two state RendererLOD that is small and then scaled up We've fixed both of those issues this month so shadows appeared on the powerline wires which looked bad at higher shadow cascades, so just disable shadows manually S2P outpost, harbors, launch site, powerplant, trainyard
2 Days Ago
Broken codegen fix 2
2 Days Ago
Fixed broken codegen
2 Days Ago
Fixed console system
2 Days Ago
pool -> game_room_dlc
2 Days Ago
game_room_dlc/pool -> game_room_dlc
2 Days Ago
Missed files
2 Days Ago
Debug commands to change pool table state
2 Days Ago
Close the pool dialog in between shots (this is temp but needed at the minute)
2 Days Ago
- More game registration fixes - Player slot and id fixes - Fixes for remounting - Toast/status fixes - Fixed not being able to complete the game - Allow access to reset game
2 Days Ago
Better blue team colour
2 Days Ago
More pool ui fixes, ensure stripes/solids renders on the ui Ensure eight ball ui doesnt turn itself off
2 Days Ago
Remove old icon
2 Days Ago
Fix busted 3p cue position/rotation
2 Days Ago
- Cleaned up deploy volume, colliders, construction script etc - New Icon
2 Days Ago
Change ... to say PROCESSING TURN in pool table status
2 Days Ago
Viewmodel fixes - Wireup new full and low power cue positions - Ensure hands can be seen (now using the right material)
2 Days Ago
Add flailing, turn down launch boost a bit, ignore swing collisions
2 Days Ago
game_room_dlc -> game_room_dlc/pool
2 Days Ago
Add a way for players to launch themselves from swings when dismounting, bump up swing acceleration by 20%
2 Days Ago
Merge from apartment_complex_monument
2 Days Ago
Fixed missing upkeep terminal server error when upgrading rooms
2 Days Ago
Fixed bathtub missing from manifest (would have been resolved in builds anyway, fixes an error in editor though)
2 Days Ago
Fixed concierge conversation not filling the room number and rent values Also fixed medium and large upkeep using the wrong phrases
2 Days Ago
Possible fix for missing apartment_small_col fbx in builds The fbx import settings imported a material, which meant the asset was loaded into content.private as it grabs all materials
2 Days Ago
Reset MaxArmor on player spawn (unless during level transition) Do not render $no_draw materials on models in depth pass Fixed a crash with game.MountGMA Fixed armor being stripped with hl2_episodic on level change Make player model Alyx use separate head material * Fixes Alyx NPC losing phong detail in the head material Minor changes to viewpostproces from TF2 SDK * Removes duplicate creation of mat_colorcorrection Delete serverside mat_hdr_tonemapscale & some related entity IO * Removes SetTonemapScale and BlendTonemapScale hammer inputs from env_tonemap_controller. These 2 inputs never actually functioned, especially in multiplayer, since they set mat_hdr_tonemapscale which is never read anywhere, and is reset every frame. Adjust texture panel header to scale with screen width Added Entity:PlayFootstepSound * Also fixed NPC footsteps not using leg positions for trace start location, so now the footsteps should be more accurate to the surface under each foot * Also fixed NPC footsteps not respecting intended footstep sound volume
3 Days Ago
Fix an edge case with legacy skins (workshop id 0) incorrectly appearing as selected
3 Days Ago
Merge from clan_bugfixes
3 Days Ago
Disable line limit on the clan announcement input and let the backend limit it instead Make it so it strips the linebreaks instead of entire lines of text
3 Days Ago
Use the gesture viewmodel when using gestures so we can see 1st person hands, ensure any held item viewmodel is redeployed when the gesture ends and when ending gesture loops