124,772 Commits over 4,171 Days - 1.25cph!

2 Months Ago
Small fixes and tweaks
2 Months Ago
Restored F1 item menu
2 Months Ago
Subtract 124976
2 Months Ago
Subtract 124978
2 Months Ago
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2 Months Ago
Fixed missing antlion guard step sounds Make RemoveDecalsAt distance a float Added description to sv_sticktoground Use squared distances for RemoveDecalsAt internals Disallow Spawn() on world entity Add a confirmation dialog when trying to load a save that would changelevel Change implementation of VMatrix.InvertTR to avoid it crushing itself It's probably a bit slower now, but returns actually correct values VMatrix:GetAngles uses a normalized matrix internally so scale doesn't affect results as much Added ai.GetNodeCount Properly fix the particle related crash, and fix regression
2 Months Ago
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2 Months Ago
Properly fix the particle related crash, and fix regression
2 Months Ago
revert_metabolism -> main
2 Months Ago
Properly revert
2 Months Ago
compile error
2 Months Ago
Make RemoveDecalsAt distance a float Added description to sv_sticktoground Fixed POSIX compile error Use squared distances for RemoveDecalsAt internals Disallow Spawn() on world entity Add a confirmation dialog when trying to load a save that would changelevel Change implementation of VMatrix.InvertTR to avoid it crushing itself It's probably a bit slower now, but returns actually correct values VMatrix:GetAngles uses a normalized matrix internally so scale doesn't affect results as much Added ai.GetNodeCount
2 Months Ago
revert_metabolism -> main
2 Months Ago
Revert 123078
2 Months Ago
Baseline
2 Months Ago
Fixed workshop scene using jungle color grading if the camera is in a particular spot
2 Months Ago
Update: BaseRaidBench - emulate timed explosive fuse Not really important for now, but later once rockets fly upwards and have a chance to miss, this should make it match reality closer Tests: ran the scene
2 Months Ago
Fix scientist breaking their spine to look at a player behind them while they are sprinting away
2 Months Ago
- Better vislog for neck rotation limit - Lerp rotation instead of snap
2 Months Ago
Update: BaseRaidBenchmark - expose batching mode via component Tests: none, trivial change
2 Months Ago
Convars for aboard player and auto close sails checks.
2 Months Ago
Update: BaseRaidBench - disable camera shake and hurt effects Tests: ran the scene
2 Months Ago
Bunch of thrust position calculation improvements. Makes turning much more reliable on a bigger variet of boats for now.
2 Months Ago
Constrain angles the scientist can turn their virtual head at (on server, where there is no animation)
2 Months Ago
Removed test arg in initial home navigate
2 Months Ago
Gesture menu progress, some refactoring and polish
2 Months Ago
Water pump idle loop audio is now affected by occlusion.
2 Months Ago
Server Browser design changes
2 Months Ago
Thrust position calculation fix
2 Months Ago
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2 Months Ago
Update: Add BaseRaidBench to build scene list and mark it for maps bundle - Also removed the nuked Foliage scene - forgot to clean it up Tests: none
2 Months Ago
ghost ship interior progress
2 Months Ago
Update: BaseRaidBench - unblock pooling Takes the edge off halfway through the benchmark, but initial 5 seconds are still rough. Tests: ran the scene
2 Months Ago
Add support for building block-specific padding offsets (eg increase y padding on shipping container foundations, or on the outer side of wood walls) (Ensures more accurate alignment of deployables on specific building block types.) Introduced a static dictionary mapping prefab names to custom Y and normal padding values. Added support for padding modes: StrongsideOnly, WeaksideOnly, and Both. Applied padding logic during downward placement and wall/corner snapping.
2 Months Ago
Mark a bunch of collision meshes as R/W
2 Months Ago
Update: BaseRaidBench - reposition camera to above the circle Tests: ran scene
2 Months Ago
Bugfix: BaseRaidBench - fix NREs by loading game manifest on start Tests: ran scene
2 Months Ago
Pilot Codelock - updated icon, fixed material order in LODs
2 Months Ago
Update: BaseRaidBench - players now animate and produce muzzle flashes Tests: ran the scene
2 Months Ago
Add auto-save paintings option
2 Months Ago
Bugfix: BaseRaidBench - track weapon cooldown properly - also account for animation delay for weapons that have it The benchmark is now much more tame. Tests: ran the scene
2 Months Ago
Fix error with turret lerpspeed when compiling in NONE configuration
2 Months Ago
cleanups from main Cleanups from main Minor cleanups Fix missing Trails undo message localization Fixed particle related crashes when attached to an entity Pointless nullptr checks for CImage when basically OOM Apply SendSnapshot hack from base game to HLTV Allows full update snapshot to exceed 256KB limit, up to 1MB limit. Also updated some console messages and kick reasons to include more useful data Remove links to dead valve websites, link to VDC (Hammer & tools) Remove 1 more dead link from Hammer Merge KeyValue leak fixes from TF2 SDK Some of them were already fixed Change description of bot_zombie convar Fixed missing antlion guard step sounds Move VPK to Tools group in Visual Studio
2 Months Ago
Update: BaseRaidBench - stagger initial weapon cooldowns More realistic, and avoids spiking specific frames Tests: ran scene
2 Months Ago
Update: BaseRaid - emulate rockets and grenade movement Tests: ran scene, player is blasted to high heaven
2 Months Ago
Merge from main
2 Months Ago
update prefab to include item information
2 Months Ago
Fix client server directives compile errors
2 Months Ago
Update header buttons to match all the others
2 Months Ago
Fixed abyss pack page tag