131,745 Commits over 4,232 Days - 1.30cph!

10 Minutes Ago
Don't reconcile with present states
28 Minutes Ago
- Dont mix local pivot angles and global pitch/yaw angles - Full rewrite of angle processing code - Cleanup Client + Server prediction code: create one unified method
1 Hour Ago
Improve TWOPASS model detection & fix alphatest SSAO pass * Alpha-tested materials are now considered opaque Alpha test HL2 door props with windows in it (Sub)Material overrides affect depth passes * So making a glass prop (or glass part of a prop) opaque actually affects the flashlight shadow Combine Mine relationship adjustments * Doesn't attack Combine Gunship, Manhacks, Stalkers * Always attacks barnacles * Respects IgnorePlayer and DisableAI settings Delete clientside part of prop_vehicle_cannon * Serverside part was already removed from GMod * Also removes it from the FGD Apply same restrictions on APC as the Jeep has (properties & PhysGun) Fixed client D.O.G. ragdolls leaving behind ropes on removal
1 Hour Ago
merge from deep_sea -> deep_sea/island_scenes
1 Hour Ago
add another variable to balloon text for correcting pivot displacement from vertical rotation
1 Hour Ago
Lumberjack hazmat repose/lods
2 Hours Ago
Send right first server snapshot time
3 Hours Ago
Only show crosshair when not using sights (front turret)
3 Hours Ago
Only bother reconcilling when firing or reloading (like the ballista), active prediction is proving bothersome with the waves Increase lerp states from 6 to 12
3 Hours Ago
merge from boat_building
3 Hours Ago
Merge from parent
3 Hours Ago
Add Assets\Plugins\crosstales back (minus voice plugin folder)
4 Hours Ago
Add text to both sides of balloons
4 Hours Ago
Merge from parent
4 Hours Ago
Swimming players can't cross the portal Players no clipping are allowed for debug purposes
4 Hours Ago
Moved allow child stability support loading check from child to parent. PlayerBoat set to allow, defaults to false for everything else (previous standard behaviour)
4 Hours Ago
From the main island, blacklisted vehicles are now stopped right before the portal back wall, instead of right before entering the portal
5 Hours Ago
Update for line spacing, text sizes, text colour, and small tweaks for balloons
5 Hours Ago
wip/testing switching server to use same caching method as client (on child added/removed, instead of at init)
5 Hours Ago
Extra protection to on cl_attack and on cl_reload
6 Hours Ago
Paintball Gun - texture update
6 Hours Ago
Reposed barrel and crate wearables
6 Hours Ago
naval_update -> pt_boat_turrets
6 Hours Ago
scientist_boat_ai -> naval_update
6 Hours Ago
Fixed scientists dying on boat spawn - Combination of forcing the boats to spawn slightly slower down in the water, as well as sleeping ai on spawn
Today
merge from naval_update
scientist_boat_ai -> naval_update
Ensure front turret is playing the front turret animation
- Set boats to kinematic for spawning sequence - Rename rhib_spacingRadius to rhib_radius - Codegen
Today
merge from naval_update/deep_sea
Today
Change tip wording.
Today
Show a game tip mentioning the built-in code lock the first three times you place a steering wheel.
Today
Fixed debug portal renderer being visible with the convar off
Today
Small engine skinning fix
- Fix inverted margin and spacing values on the deep sea rhibs - was causing the spawning values to be totally wrong and spawning rhibs at the corners with barely any on the map - Remove useless logs
Today
Re-add model scale to prop_dynamic in Hammer It works visually. Minor cleanups Prevent entity precaches from calling OnEntityCreated/Removed Enable Episode 2 flinching behaviors for npc_zombie * Also fixes its blood color being YELLOW instead of ZOMBIE More bounds checking for texture related methods Merged Pull Requests * Minor optimizations for new game screen Strip out more obnoxious symbols from server names Allow copying server name from detailed server view Pull Request: Minor server list optimizations Fixed Lua error with "" for rope material Fix nullptr crashes (on game exit?) to do with HTML panels (CEF) Make Zombine use zombie blood color Resistance mines target Xen Aliens from HL1 Make Resistance Mine have proper name in killfeed Add missing attachments to Combine APC model So the player's view is not in the ground if they somehow got into the APC prop_vehicle_apc code tweaks * You can now actually exit the APC if you got into a non locked one * Non locked APC now starts the engine when entry animation ends * Do not play locked sound for non locked APC Fixed Gravity/Physics Gun world model * It is no longer changing its light level based on rotation (fixed normals) * Add 3rd skin for the mega gravity gun, used by c++ code * Adjusted model origin to match the HL2 model (we are using HL2DM one) for NPC animations * Fixed physics model not matching the visual model Update some weapon icons with poor constrast Fixed toolgun world model light origin Add thumbnail for nb_example so people stop pestering about it Potential fix for HUDWeaponPickedUp getting wrong entities Updated TTT * Add weapon group spawnflags to ttt_random_weapon Antlion Grub ragdoll inherits color/material from the "npc" * It's not a real NPC Add a copy button to kick reason popup Add `cable_dx8` to rope shader whitelist * Whyyyy is it DX8
Only try and ram occasionally
- add spawnrhibgrouphere to test group spawning and try and replicate scientist kill bug - try spawning boats lower in the water plane - spawn relative to the correct water height (including waves)
Today
Add `cable_dx8` to rope shader whitelist * Whyyyy is it DX8
- Force the boyuancy system to wake up when the ai takes over (try and stop the boats from drowing all the scientist on spawn) - Better boat positioning - Add more bouyancy points to the pt boat (rear was a nightmare) - Wake up the boats from further away - Convar to spawn boat groups together
Today
Set default EditFinishUseInterval to 1 second.
Today
Frog boots repose
Only fill fuel to 50
Evaluate water height at water positions and spawn y at that rather than possibly under water
Today
Npc aim refactor progress
naval_update -> scientist_boat_ai
Today
Check textures for null in ApplyMipLevels()
Today
Check textures for null in ApplyMipLevels()
Today
Merge Indirect Instancing Fixes
Today
* Store local bounds so that new world bounds can be derived when an instance moves * Emit a warning when a unit cube is assumed for bounds * Don't actually try calculating worldBounds for Unity, it gets really messy when things move around * Use the new local bounds for the debug overlay as well * Add some null checks in MotionList * Add BroadcastTransformUpdate() to force-update the instance transform regardless of motion state