257,125 Commits over 4,018 Days - 2.67cph!

Yesterday
- add biome overrides for river material parameters (blends to different parameters as river travels through biomes) - expose subsurface parameters on all water types (instead of sharing with ocean)
Yesterday
set pickup sound on sunken combat knife and original combat knife to metal deep instead of bone
Yesterday
Removed unused, start replacing vpcf usage, use SurfaceImpacts extension, add ITemporaryEffect support to TimedDestroyComponent
Yesterday
Corpse ingredient tweaks
Yesterday
Cleanup test logging
Yesterday
Collider fix on retro and shockbyte tc corpses
Yesterday
Disabled show health info on elec furnace corpse
Yesterday
Improved corpse repositioning on ground missing
Yesterday
renamed sunken knife token description viewable in repair bench to "Sunken Combat Knife"
Yesterday
increased ironsights intro speed
Yesterday
viewmodel animator updates - ads is now a state outside of the idle allow for a transition and stop snapping (both unloaded and loaded) - dryfire also goes back directly to ads state if enabled - cleaned up animator
Yesterday
▋▍▄▄█▍▉▉ █▊▉▉▊▍▉█ ▋▊▉ ▌▋▋▆▋▄ ▄▄▋▍▅▉▄▆▇ ▌▍▊▊▆█▌▅ ▇▄▌▌▍▆▇ (▉▉█▅▊ ▄▍▊▆▄▇▍▌▊ ▇▄▉▇▆▅▊▋ ▅▇▄▄▉▇▆)
Yesterday
Fixed missing $bottommaterial material causing massive FPS loss It was trying to load the material every frame while underwater. Also fix potential NPE crash with water textures/materials. Also clear missing material list on map load, in case the material list changed (new addons,new map embedded files, etc) Added mp_weaponrespawn Moved some functionality tied to mp_weaponstay in recent change to a new convar. This is meant to affect HL2DM maps Added `Ignore Solid` for point_spotlight in FGD Updated TTT Fixed unintentional global variable Updated localization files Fixed a crash in trace code that could happen after a changelevel
Yesterday
enabled mipmaps on horse costume
Yesterday
More variety in test generator
Yesterday
Adjust m4a1 bodygroups
Yesterday
Some more tests parsing Parse JSON into custom data structure (tree) for diffing and patch application All gameobejct tests passing
Yesterday
bow_fixes_2 -> main
Yesterday
toggle crouch fade on horse costume
Yesterday
Fixed bows showing every arrow head on init
Yesterday
Added AO and spec textures to Riot Helmet
Yesterday
Merge from jungle_update (fix compile error)
Yesterday
Fix compile error
Yesterday
Handle WM_GETMINMAXINFO to prevent maximizing issues
Yesterday
Merge from jungle_update (croc has more realistic reach when attacking)
Yesterday
range_volumes -> main
Yesterday
Visualise the trigger range of: Autoturret Flame Turret Shotgun Trap
Yesterday
Ignore resize handles when window is maximized
Yesterday
Bugfix: ServerDemoPlayer - handle player reconnecting multiple times Not 100% sure it's the correct way, but I think it works for now. Tests: played back new staging demo 3 times
Yesterday
Expand non-client frame bottom by 1 pixel to fix auto-hiding taskbar not being shown
Yesterday
reduce the alpha on the zone material
Yesterday
Merge from creative_alwayson
Yesterday
Fixed issues with HBHF sensor visualisation
Yesterday
fixed a spot where you could get stuck at satellite dish
Yesterday
Updated Construction and Weapon desc based on feedback, also fixed some grammar/typo errors
Yesterday
Update base.fgd
Yesterday
▅▆▌█▋ ▆▌█▆ ▄▇▆▋█▇▆▌_▉▌▌▆▇▌▊_█▇▊▊▋_▆▍▅▌▋▌▌_▅▍▋
Yesterday
▊▍▅▆▆ ▇ █▍▅▊▊▉▄ ▍▊▉█▌▋ █▅ ▄▊▆▇▋▋▍ ██▉▌ █▋█▋▆▆▊▅▄▊ ▍▍ ▉ ▄▋▌▋▄█▆▉▅ ▊▉▆ ▌▌▉▉█▉ ▋▄▋▅ ▇ █▌▆▅▆▊▇█▅▋▋ ▆▄-▍▆█▄▇ ▇▆▄▍ ▉█ ▇▄▉▊▅▆▍▌▍ ▇▇▌▋▆▄▍ (▋▅▇▉▅ ▉▉▊▅▅'▋ ▋█▌▆▉▇▌ ▋▅▄▋ ▇▍▋▍▇▊)
Yesterday
Fixed missing $bottommaterial material causing massive FPS loss It was trying to load the material every frame while underwater. Also fix potential NPE crash with water textures/materials. Also clear missing material list on map load, in case the material list changed (new addons,new map embedded files, etc) Added mp_weaponrespawn Moved some functionality tied to mp_weaponstay in recent change to a new convar. This is meant to affect HL2DM maps Added `Ignore Solid` for point_spotlight in FGD Updated TTT Fixed unintentional global variable Updated localization files Fixed a crash in trace code that could happen after a changelevel
Yesterday
Added support for tesla coil
Yesterday
▉▇▋ ▌▇▊▉▍▌.▍▅▍▊▍▆▇▉.▊▋▊▌_▊▇▉_▅█▄▋▌▌▌▇_▊▊▋▋▊▌▆ (▄.▉▅ ▌▋▉▇▄▌▉) ▋▅ ▇▅▋▆ ▍▄▅▊▍▉▋▄ ▄▄▌▇▄▅ ▉▊▊▇ ▋▅▋▌▊▄▌_█▆▆▅▊█▆▌█▌ ▊█▆ ▇█▋▄ ▋▊▋▍▄▊▍▄ (<= █) ▄█ ▊█▅█▄▋ ▉▇▉▍█▉ (▉█▊▇▌▆█ ▄▆▇▋▄▍ ▇▌ ▇▊▆▄▅█▌) ▆▍ ▊▆██▌ ▅▅▅▆▅ ▅▉█▇▄▌▄▍▅ ▆▋▄▉ ▋▍▅▊▇▌▇ ▅▋▆ ▊▊▊▌▄▅▅
Yesterday
Change fogmachine and snow machine checks to work the same as everything else
Yesterday
Added support for igniter
Yesterday
Can hide viewmodel with `sbdm.hideviewmodel 0|1`
Yesterday
Added HBHF sensor range visualisation
Yesterday
Can toggle UI off with `sbdm.ui 0|1`
Yesterday
█▊▉▉▊▇▌ ▍▅▊
Yesterday
Tests: replace Assert.AreEqual with Assert.IsTrue - Brings TickIntrpolatorCache test from 30s+ down to 6s Turns out AreEqual is slow and inflates the test times by quite a bit. Tests: ran unit test
Yesterday
Plugged existing AO texture into all variants of Snow Jacket
Yesterday
▌▋█▍▇ ▋▉█▋ ▉▉▍█▆▍▋▋_▄█▅▊_▇▌█▇▊