134,619 Commits over 4,293 Days - 1.31cph!

60 Days Ago
Merge from main
60 Days Ago
Started adding descriptions to all the existing tests, + some cleanup
2 Months Ago
CargoShip.UpdateMovement NRE fix
2 Months Ago
More NRE fixes - lods were swapping before seat ref was established
2 Months Ago
2 Months Ago
- Setup system to enable/disable leg animator on LOD - Setup on PT Boat Rear turrets so that the expensive leg animators will only be enabled when up close
2 Months Ago
Legs animator: - Re-eneable leg animator on pt boat walk around turrets - Allow foot gluing to work lower down under the foot position, this combats the higher waves Tested the static and regular ballista on a few terrain types. Responded fine to the changes.
2 Months Ago
Hat light improvements and optimizations.
2 Months Ago
Birthday cake candle flame always points up and reacts to movement. The game is good now.
2 Months Ago
Comments and cleanup
2 Months Ago
Fix parented static occlusion optimization not working when coming back into network range - moved setting dynamic / static occlusion after the parent is set instead of before - ensures static occlusion grabs the correct position from parent
2 Months Ago
Support custom colours for balloon particle pop FX
2 Months Ago
Paintball Gun - Viewmodel, ammo model, bake
2 Months Ago
balloon pack steam item and hooked up item definitions to unlock
2 Months Ago
Ship dock_broken01a.mdl with fixed physics * No more bits sticking out Fixed StudioMDL crashing when creating folders for the model Fixed utilityconnecter006b/d.mdl physics Fixed certain NPCS constantly lowering their weapons after each burst Mossman/Kleiner/Breen/Eli
2 Months Ago
turret_head_animations -> naval_update
2 Months Ago
Another compile fix
2 Months Ago
Fixed compile errors
2 Months Ago
removed anim events sfx from m4 shotgun idle anim
2 Months Ago
turret_head_animations -> naval_update
2 Months Ago
Stop the reload animations of a turret if you hop off
2 Months Ago
3p smg anims updated with corect spine position
2 Months Ago
Fix some issues with my one shot cancellation
2 Months Ago
Stop current player one shot if mounting or dismounting
2 Months Ago
Made front turret way smoother to look around with
2 Months Ago
3p boat steering tests - added Steering_Boat mountpose enum - added placeholder player sitting pose - added steering anim to player animator - set steering deployable to use pose, updated mount position
2 Months Ago
Rear turret eye adjustment to remove clipping
2 Months Ago
3p bolt rifle anims updated so finger does not clip through the gun
2 Months Ago
Fix NPCs being unable to shoot the Alyx Gun Fixed some unfortunate regressions with vehicles Ship light_cagelight01_off.mdl with fixed physics Ship fixed physics for windmill_blade004b.mdl
2 Months Ago
Fix NPCs being unable to shoot the Alyx Gun Fixed some unfortunate regressions with vehicles Ship light_cagelight01_off.mdl with fixed physics Ship fixed physics for windmill_blade004b.mdl
2 Months Ago
set up wind stings and general improvements on the ambience volumes and triggerers
2 Months Ago
naval_update -> turret_head_animations
2 Months Ago
Disable burst compile on InvalidateRaycastHits to fix nametag visibility bugs with terrain/water.
2 Months Ago
Added multi-line support for balloon text editing
2 Months Ago
moved some vertex processing into multi-threaded generation
2 Months Ago
fixed triangle -> vertices/indices processing, each edge holds a cache of indices (max of 4 that it can produce in any configuration) and vertices check this cache before adding their own - EdgeKey now just holds the interpolated vertex and an order-independent hash of the grid corners it is defined by - Lets us weld vertices within our own tolerance, roughly halves verts and allows smooth normals to be calculated properly (we lose hard edges a bit with this, but we can solve that procedurally later if we want)
2 Months Ago
export spas shotgun anims with correct spine position
2 Months Ago
IO line are switched to LOD dynamic when their IO ent is parented to something
2 Months Ago
More IO prefabs deployable on Large Vehicle layer
2 Months Ago
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2 Months Ago
set up birthday hat to be skinnable of candle hat
2 Months Ago
Created a bespoke anim set for m4 shotgun and applied the anims to m4 override controller
2 Months Ago
added gib material with emit disabled
2 Months Ago
Merge: from spectate_related_cmd_fixes - sleeping-/usersinrange commands now run from spectated player's position, if spectating Tests: used commands when spectating
2 Months Ago
Update: when running sleeping-/usersinrange, prefer to query from spectating target position Tests: used the commands while spectating
2 Months Ago
Updated language files Make net_error thread_local Fixed crashes to do with vehicle driver NPCs Foxed a potential issue with CNPC_Osprey Remove non existent entities from the FGD * Weapon_Brickbat, env_rotorwash, references to weapon_beerbottle, test_sidelist, npc_crabsynth, env_terrainmorph Change VPROF name for GetPathTime Make metrocops draw other types of pistols as well Fixed Combine Soldiers not walking/running with pistols/RPG Improve Metrocop behavior with the RPG * No longer tries to chase the player, go back to safe distance loop, etc. Combine Soldiers can walk/run with no weapon or melee weapons Breen acts like a combine when using weapons, instead of doing nothing Improve Hammer particle browser * No more random numbers in Used count, no more 13FPS, better layout, no more black background Revert "Do not rebuild node graph for workshop maps"
2 Months Ago
multi_drop_nre_fix -> main
2 Months Ago
merge from main
2 Months Ago
add printouts
2 Months Ago
added matrix lods, gibs, material adjusted and updated prefab