141,165 Commits over 4,383 Days - 1.34cph!

60 Days Ago
Remove hold to place timer on boat building station
60 Days Ago
rebase on main
60 Days Ago
merge from main
60 Days Ago
merge from artist_pack_dlc
60 Days Ago
Disabled Tug boat spawns - they were the test bed which led to player built boats. Will explore reintroducing in future
60 Days Ago
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60 Days Ago
Add sidechecks to cannons to fix being able to rotate into no longer mountable spots.
60 Days Ago
Fixed incorrect settings on TC skins and xmas sled, doesn't look like it was breaking anything in game though
60 Days Ago
Added tests for checking common issues on redirects (item rarity, craftable, researchable, etc)
2 Months Ago
Default buoyancy batching to on.
2 Months Ago
Fix cannon handle spinning with buoyancy.
2 Months Ago
Merge from main
2 Months Ago
Fixed not able to skin space LR back into the default LR
2 Months Ago
Added a test for ensuring redirects are linked back to their source item, checks every redirect skin
2 Months Ago
Fix new scientists not working with hunting trophies Had to add a new OverrideClothing field to the HeadDispenser as the new scientists don't have a clothing inventory
2 Months Ago
Applied same logic to eat and clear options
2 Months Ago
Slight reduction
2 Months Ago
Harvest/Havest All/Clone/Clone All radial menu options now get disabled instead of being removed entirely if they are not available
2 Months Ago
Increase front turret rotate speed by 200 units
2 Months Ago
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2 Months Ago
Refactor Easel LOS checks
2 Months Ago
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2 Months Ago
Shorten time to first LOS check
2 Months Ago
Update to Easel LOS, now checks deployable layer
2 Months Ago
Alias prop_portal_stats_display to prop_dynamic * Fixes Portal 1 having missing elevators Material refcount changes * Fixed Portal 1 energy pellet having missing texture (0 ref count) * Do not precache AR2 ball materials until used, they can now also unload on map change * Do not forcibly precache muzzleflash materials that are not even used Render hook changes * Apply correct rendering matrices for PreDrawHUD and PostDrawHUD, so calling cam.Start2D is no longer necessary. * Move calling of PreDrawHUD slightly later, so it renders in the 2D view, just like PostDrawHUD does. * Moved GM:PostDrawEffects to be called slightly sooner than before, so it is called in the 3D view, not after it, and also is consistently called only when PreDrawEffects is Prevent opening chat with cl_drawhud 0 locking you out of main menu Do not precache some HL1 weapons Prevent gauss gun spewing about out of bounds values
2 Months Ago
set paintable reactive target culling distance to 100 from 35
2 Months Ago
fix modular boat sink sound playing again when entering range (firing it off as an effect from the server now)
2 Months Ago
WIP - script to export UI dropdown, sliders and toggles names, tooltips and values/ranges to be exported and loaded into ADX for more readable grafana/analysis.
2 Months Ago
reduce paintball gun attack/impact volume a little bit
2 Months Ago
merge from artistpack_storepage
2 Months Ago
apartments greybox progress, furnished with some readily available props and deployables for now
2 Months Ago
scene backup
2 Months Ago
compile fix
2 Months Ago
merge from print_speed -> main
2 Months Ago
update easel LOS from shelf
2 Months Ago
Added `printspeed` command to help measuring boat speed
2 Months Ago
Extra LOS checks for easels being blocked by deployables
2 Months Ago
merge from naval_update
2 Months Ago
Merge from boat_dmg
2 Months Ago
More fixes and damage consistency
2 Months Ago
Component Box Ammo - Updated textures, model, materials, misc prefab setup
2 Months Ago
Collider fix for paintable reactive target
2 Months Ago
Fix reactive target being lowered after network range re-enter
2 Months Ago
Added artist pack showcase
2 Months Ago
Merge from main
2 Months Ago
Added sign to kiosk F blockout
2 Months Ago
kiosk B block in. plywood, glass and corrugated metal textures added.
2 Months Ago
Fix compile error
2 Months Ago
Fix issues with paintball overalls not always updating colour on the viewmodel arms
2 Months Ago
beanbags - simplified collision mesh complexity, reduced colliders to 2 as well