140,608 Commits over 4,352 Days - 1.35cph!

2 Years Ago
Remove now unused LOS offset code
2 Years Ago
AIInformationZone LOS improvements for GetBestMovePointNear
2 Years Ago
enabled material setup on AC unit prop for testing
2 Years Ago
snow effect material config setup
2 Years Ago
snow effect material config
2 Years Ago
Fix for recall loop when all scientists are killed, preventing the Bradley from leaving deployed state.
2 Years Ago
made black screenbacks all flat geo
2 Years Ago
merge from material biome improvements
2 Years Ago
asset zoo prep for props review
2 Years Ago
Merge from main
2 Years Ago
Fix container doors getting deleted when moving onto cargo ship
2 Years Ago
Adjust docked cargo position for better container access
2 Years Ago
Big crane refactor Split out the existing crane into three separate classes - HarborCrane, HarborCraneContianerPickup, HarborCraneStatic Implement new variety of crane that can be preset to a specific extension/height and will eventually support parenting Add this re enabled static crane into the HarborProximityManager so it rotates out of the way when the boat passes Re-enabled the static crane on harbor_1 and converted it into this new crane type Added a 4th crane to harbor_1, this new crane can pickup and drop containers on the opposite side of the cargo ship
2 Years Ago
Use Continuous Speculative
2 Years Ago
Wheel terrain FX, borrowed from cars for the moment
2 Years Ago
Bike physics + visual fixes
2 Years Ago
More spawnable static props with "on" appearance - candle sets, individual candles, furnace large + small, electric furnace. Fixed "alwaysOn" static hobobarrel missing sounds and entity script. Manifest update.
2 Years Ago
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
2 Years Ago
merge simple_upload -> full_server_demos
2 Years Ago
More stabilisation stuff
2 Years Ago
First pass on swing bridge functionality See Moves array on HarborProximitymanager, contains an entry for each entity to move which includes a start point, end point and a curve to control where the entity will rest between those two points based on the normalised path of the cargo ship through it's docking waypoints
2 Years Ago
Force update passthrough UI when switching between an input/output handle
2 Years Ago
Use async loading to load the menu+game+engine UI in parallel
2 Years Ago
Clamp angular velocity y
2 Years Ago
Boilerplate harbor proximity manager to move objects as the cargo ship gets close
2 Years Ago
Remove usage of dynamic clientside model indices in Lua API
2 Years Ago
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2 Years Ago
Fixed auxiliary outputs messing with how we calculate power drain
2 Years Ago
Merge from main
2 Years Ago
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2 Years Ago
Fix container Ids Manifest
2 Years Ago
Compile fixes, player animator update
2 Years Ago
Build vtex.exe Disable queued loader entirely, it does not work Sync ClientsideModel & ClientsideRagdoll implementations with main Change ents.CreateClientProp to work like ClientsideModel
2 Years Ago
Merge from main (stomped animator changes, will need to be regenerated)
2 Years Ago
Merge from cine_anims
2 Years Ago
Compile fixes
2 Years Ago
talk_06 anim settings fix
2 Years Ago
Merge from main
2 Years Ago
Change blocksize convar from bytes -> MB
2 Years Ago
Add integral
2 Years Ago
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2 Years Ago
Bike roll stabilisation work
2 Years Ago
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2 Years Ago
Fixed "flush" concommand crashing on windows srcds video library restores fps_max if it sets it Move "make to video" temp file to videos/ Holly library makes them and doesn't delete them... Fix "make to video" not rendering while main menu is open CPropDoorRotatingBreakable does not try to precache NULL mdl breakables Fixed quitting while demo is being recorded writing invalid tick count Minor improvements to demo to video thing Fixes for broken demos, don't display info during loading screen
2 Years Ago
some missing files from an earlier commit today (after a rename) KARGO decals files added decals to test
2 Years Ago
set metalness value on spraypaintcan.mat to 1 (it was set to 0)
2 Years Ago
codelock placement
2 Years Ago
Fixed memory cell power passthrough being showed on both outputs
2 Years Ago
tweaks to screw placement on texture group 03
2 Years Ago
Fixed the slight delay before the passthrough value UI gets updated when looking at an IO entity handle