155,744 Commits over 4,536 Days - 1.43cph!

Yesterday
visual pass on existing fur materials
Yesterday
Apply GrabPass fix to 5 more shaders
Yesterday
Fixed an issue with usermessage hooks Do not clamp flexes of C_BaseFlex when set from Lua Add entity names to "MOVETYPE_FOLLOW with no model" warning Implement CTRL+Backspace and CTRL+Delete for text entries Try to prevent game breaking states with silly values of m_yaw/m_pitch Minor cleanups Added "session_begin_ignore_version" hammer command * If you brick your VMF with this, don't blame me Add description to r_PhysPropStaticLighting Move "dynamic shadow poke through" "fix" to opt in convar * r_shadow_clip (defaults to off) - it being enabled causes shadows to be clipped erroneously sometimes Try preventing "non positional" control points bloating particle bbox * This should help with particle sorting * Marks C_INIT_RandomColor C_OP_RemapAverageScalarValuetoCP C_OP_RemapCPtoScalar as using non positional control points (in addition to the existing ones) * This could potentially cause issues where these non positional operators act on positional control points used by other control points, but who would do that? Fixed some regressions with recent changes * Extra unnecessary assignment in viewmodel bob code, also change CFuncTankMortar to use doubles for firing * Some minor model panel/icon/player model selector fixes Fixed couple potential Lua stack corruption issues with hooks * Specifically call conditions of CreateClientsideRagdoll and EntityEmitSound Fixed some typos Minor whitespace cleanups Remove some unnecessary usages of std::string Remove "ReleaseVideoMemory" stuff from Hammer Fixed Hammer material list leaking file search handles Allow render.BindLocalCubemap with `nil` to unbind the cubemap Workaround double messages per Sandbox limit hit * Only display the "Prop limit hit" message, not the "spawn blocked by server" message in the case of hitting the prop limit, etc * When spawning a dupe or something and hitting the prop limit 100s of times, only display ONE "prop limit hit" message.
Yesterday
exported nailgun refresh vm anims
Yesterday
Fixed the crate outside the entrance of cave_small_easy spawning inside the cave wall, S2P cavesmalleasy
Yesterday
- Ensure icons use the studio lights - Turn off animations when you zoom in enough - Bring back 'rotate' text
Yesterday
Harbor 2 power grid room
Yesterday
Merge from Livestock_animals
Yesterday
merge from Seaturtle -> critter_animals
Yesterday
fixed the metal detector worldmodel bulb being turned on
Yesterday
Add temporary tool for solving animal animation speeds exactly to match motion so there's no foot sliding Updated all critter animators and speeds with new values to better match each other
Yesterday
- Desaturate unselected slots - Fix dust not showing
Yesterday
Created Cow Meat Cooked, Raw and Spoiled Icon Created Lamb Meat Cooked, Raw and Spoiled Icon Hooked Up New Icons
Yesterday
merge from locomotive_bell_fix
Yesterday
Delete the now unused physics material
Yesterday
Fix the locomotive bell sound being clientside only, now other players can hear it
Yesterday
Fixed reverb in the lighthouse being heard outdoors near the ladder, S2P lighthouse
Yesterday
▊ ▍▌▇▅█▍ ▌▆▌█▆ ▊▌▇▍▆▄▉ ▌▍▇▍▍▍ ▆▌▆▅▌▊▆ ▄▄▋▌▊▊█▅ ▅▅▊▄▉▄ ▍▄▄▌▇▍▌▍ ▊▇▍▍ █▍▉▋▊█▆▅ ▅▊▅▉ ▇▊▉█▋▋▋▍ ▇▌▆▋▆▇█▊ ▇▅██▍▊▆▉ ▉▇▉ ▅▌▇▌▇▍▉█ ▋▇▇ ▆▍▊▄▊▉▊▌▉▇▄▉
Rin
Yesterday
Construction sockets Relaxed prevent building volumes for easier deployment
Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from main
Yesterday
Updated Lamb and Sheep Prefab to give Lamb Meat when harvested
Yesterday
Merge from playerboat_wheel_codelock_change
Yesterday
Added an option to change the steering wheel code lock for player boats
Yesterday
Added Lamb Meat Model and Textures Setup Lamb Cooked, Raw and Spoiled Meat Materials Setup Lamb Cooked, Raw and Spoiled Prefabs Updated Lamb Meat item names and descriptions
Yesterday
Merge glass AR motion blur fix
Yesterday
Rebuild dll (will still need linux and mac built before we deploy, only windows for now)
Yesterday
Keep the current slot icon rendered until its replacement is ready - Stops flip flopping between empty and full
Yesterday
Updated fur shader to use the standard shading model, fixes broken specular path, broken fresnel, simplifies fur parameters.
Yesterday
- UI tweaks
Yesterday
Subtract the subtraction that nuked the navmesh doors
Yesterday
- Reduced the thumbnail stage from 523 objects to 21 - Spread thumbnail work across frames - Stopped thumbnails forcing unrelated textures into full detail Overall reduction from 300 ish ms to 80ms
Yesterday
Airfield and Harbor 1 loot rooms
Yesterday
Merge from main (need to subtract navmesh doors deletion after + dll rebuild)
Yesterday
▄▉▊▌▄▊ ▄▆▆▋ ▇▍▍▇▄▇▊▋▆▌▇▇▋▋▅▊▋▌▊
Yesterday
Updated cow, bull and calf with new uv set and LODs.
Yesterday
Add support for initiating NPC conversations over telephones
Yesterday
Force a depth clear before rendering the GBuffer renderer list
Yesterday
Texture Update Bradley flatbed
Yesterday
Merge from directional_armour_changes
Yesterday
Fix a save/load bug I found at the same time
Yesterday
▅▍▇▌█▄ ▉ ▋▌▋▇▅ ▍█ ▋▉▋▍▋ ▉▌ ▊█▅▆█▇▅▇▄▉ ▇▋▇▍▍ ▇▇▌▉▍▆▋▇▋
Yesterday
Fix cows healing when roaming, instead of when needs are met, causing walled in cows to do well
Yesterday
Updated Cow, Bull, Calf Corpse Prefab to give Raw Cow Meat when harvested
Yesterday
Update Cow meat item names and descriptions
Yesterday
merge from misc_error_cleanup
Yesterday
Manifest Update
Yesterday
Improve warning when unable to connect to a radio station url instead of erroring RidableHorse.prefab
Yesterday
Added Cow Meat Model and Textures Setup Cow Cooked, Raw and Spoiled Meat Materials Setup Cow Cooked, Raw and Spoiled Prefabs
Yesterday
Updated Big Cat Meat Spoiled Material so it as showing the spoiled effect