141,887 Commits over 4,536 Days - 1.30cph!

1 Year Ago
Add small_glass to query vis job runner, only run terrain ignore checks if rays hit terrain, bump max hits to 4.
1 Year Ago
Block spray can reskinning of ceilinglight
1 Year Ago
Wallpaper - tweaked carpet, added hexagon tiles
1 Year Ago
Fixed store takeover editor following the localization changes
1 Year Ago
updated timing of world sks reload weapon anim
1 Year Ago
PT Boat Updates
1 Year Ago
Merge from deep_sea
1 Year Ago
- Move recast code to the rust native project - Rust native local DLL build to test
1 Year Ago
split collider data SO out into its own file
1 Year Ago
better default params and fixed it not actually using the target MeshFilter it's given
1 Year Ago
More set dressing floating walkways and docks WIP
1 Year Ago
adjust shore epsilon for terrain-water check
1 Year Ago
Skin list update
1 Year Ago
Fixed StudioMDL crashes due to $maxverts
1 Year Ago
1 Year Ago
Skin asset name
1 Year Ago
Ceiling fluorescent light is now a redirect skin of the ceiling light Power consumption upped to 2 Affects growables
1 Year Ago
Make ClientsideModel able to be hit by clientside only traces * When using physics. Collision bounds must be set manually if model changes. Merged Pull Requests * TTT: Updated Turkish localization (Community Contribution) * Main menu: Make check box labels clickable (Community Contribution) * TTT: Set Attacker and Inflictor to usages of SWEP:FireBullets (Community Contribution) Remove extra newlines from "##### CTexture couldn't find" warning * The warning is Linux only Added 2 new optional args to mesh.TexCoord * mesh.TexCoord( stage, S, T, U, V ) - UV being the new args. They are optional. Fixed edict exhaustion prevention affecting nextbot players Fixed some usages of HL2_DLL clientside * TE_CONCUSSIVE_EXPLOSION and fall damage constants being inconsistent between client/server Try to end mesh.Begin when a mesh wasnt ended (i.e. after a Lua error) * mesh.Begin will end the current mesh if there is one. It will still error afterwards like it did before. * Prevents game hang, hopefully without side effects Fixed a crash with clientside ropes on props Basic implementation of clientside ragdoll gibs Prevent crash to do with CSpatialPartition invalid handles Prevent "bone write access" warnings with ClientsideRagdoll() Make `tools/toolsinvisibleladder` not affect visleaves Fixed CLC_Move::ToString numbers being flipped Fixed server crashes to do with Gonarch NPC Restore default FindUseEntity behavior Fixed CBaseFileSystem::ReadLine not working for workshop files Minor VPK support changes from CS:GO Fixed addon dependencies not showing due to regressive Pull Request Change ents.CreateClientRope slack param to work better Make ents.CreateClientRope despawn if any of its entities are removed Fixed Lua errors with DProperty_VectorColor when deleting editable entity Allow to give ents.CreateClientRope local vectors instead of attachment IDs FIlesystem cleanups Improved invalid model detection Improve folder search inside VPK files Can actually find folders in root of VPKs, can actually wildcard match them now as well (so "models/props*" gets you just folders starting with that, not all folders in "models/") 64bit compile fixes
1 Year Ago
Remove non threadsafe timeWarning from multithreaded part
1 Year Ago
Beanbag Seat - Updated textures with colour changes and added fuzz shader
1 Year Ago
merge from main
1 Year Ago
merge from decor_lighting_dlc
1 Year Ago
ContainerIOEntity now has a isLockable field Made the wall cabinet lockable
1 Year Ago
Media assets, store page
1 Year Ago
positioned lock empty in wall cabinet
1 Year Ago
Wall Storage - Deleted old icon from the main assets folder (it seems to have slipped through using the old icon tool)
1 Year Ago
package modifications - built latest version 1.0.7 and replaced Windows DLL, gives access to more tuning parameters - made lib editor only - compatibility changes for new version - removed old version linux and osx libraries, if someone cares to generate convex colliders on mac/linux then we can build them
1 Year Ago
gunshot_network_range_improvements -> main
1 Year Ago
- Import UniTask - Run navmesh generation on a background thread - Handle AiManager.nav_wait and AI.move the same way as the current DynamicNavmesh
1 Year Ago
fix for double audio trigger bug
1 Year Ago
Ensure the AK variants have the same sound range as the base ak
1 Year Ago
logs
1 Year Ago
Floating city scene cleanup Medical bay progress
1 Year Ago
If terrain height is greater than water height then we should assume we are dry, and then run the volume checks rather than just ignoring the case and allows false positives.
1 Year Ago
Floating walkways set dressing WIP
1 Year Ago
Improvised walkway roof corner pieces for medical bay tent Set shadowcasting on tarps to 2 sided
1 Year Ago
moved mannequin body part prefabs to their own folder so theyre easier to find
1 Year Ago
Baseline
1 Year Ago
Merge from main
1 Year Ago
Staging wipe network++ save++
1 Year Ago
added CoACD package locally to allow modification
1 Year Ago
Merge from main
1 Year Ago
Prefabbed up medical bay barge for better scene organisation, cleaned up scene hierarchy
1 Year Ago
Merge: from benchmark_demo_clean - Clean: removal of dead functionality for demo benchmarks (not supporting it) Tests: compiled in editor
1 Year Ago
Clean: remove expired editor-only upload endpoint Tests: none, trivial change
1 Year Ago
Clean: remove full-server-demo benchmark demo uploading FullServerDemos are not used for benchmarking(since they're not net protocol stable), so there's no point in this code. Tests: compiles in editor
1 Year Ago
Instanced terrain cell renderer setup
1 Year Ago
tweaks to torso and hand so there's less clipping on some clothing items
1 Year Ago
Re-prefabbed floating walkways for set dressing pass
1 Year Ago
pulled mannequin's wooden leg down so it's same height as the foot