139,811 Commits over 4,505 Days - 1.29cph!

5 Hours Ago
Fix pooltable playable NRE
6 Hours Ago
netting now has a proper world model and lods.
6 Hours Ago
Bar ganes pack store page wip
6 Hours Ago
Merge from main
Today
removed told prefab
Today
added a small tunnel section, did some cleanup of files, replaced old small tunnels with new ones
Today
Remove _RRP multi_compile keyword
Today
Re-add _UsingRRP dynamic branch
Today
Merge from foliage_displacement_alloc_fix
Today
Remove alloc from foliagedisplacement
Today
bandages now drop correct bandage model that closely resembles icon.
Today
merge from main
Today
merge from spray_sorting
Today
Post merge fixes: Re-add pad button translation Fix gamepad menu cursor
Today
fixed leaking emissive on mini fridge for gibs. created gib material for minifridge but disabled emissive and ao now looks like lights turn off when mini fridge is destroyed instead of staying on.
Today
Merge from main
Today
Merge from main
Today
auto turret now has only 1 LOD component instead of 3. original autoturret had 3 lod components, each with separate culling distances making it slightly more tricky to fix the industrial auto turret culling range (which only has one LOD component) they both now cull at the same distance.
Today
Merge from satellite_crash
Today
Add token for Satellite Crash death PrefabInformation.
Today
merge from main
Today
Add checkbox to spawn a hand model at runtime on BaseViewModel Should allows us to delete the hand mesh from each viewmodel which is just a duplicated mesh, save some memory The hand mesh itself is pooled, didn't seem to make a huge performance difference Deleted hand model from building planner viewmodel as a test case
Today
Merge from apartment_terminal_postfx_fix
Today
Fix post effects error with apartment terminal prefab
Today
Switch from signal triggering 3p key animation to flag based approach
Today
merge from fix_json_registration -> main
Today
merge from masterkey -> main
Today
Update phrases
Today
Code cleanup + remove "out icon" parts of code since we aren't using arrows to show how to look at the key, we are using the animator to guide them
Today
Fix opening and closing the door while someone is breaking in cancelling the break-in due to them "not looking at the key" anymore - resets the next time they open the door
Today
Fix VolumetricLightBeam on RRP
Today
Fix break in menu option showing (and holding key up to door) while a break-in was active
Today
Fix animation transition to hold key up to door not starting right away if the player is partway into the idle animation
Today
Don't hold key up to door when looking at unoccupied apartments
Today
Update animation controller
Today
Upgrade the master key entity from Keycard -> MasterKey - allows us to raise the key towards the lock when the player is looking at the door - show "Insert Key" and detect if the key location on the viewport (0.5,0.3) is looking at the lock, not the center of their screen
Today
Update clan.info command to accept steamIDs in addition to clanIDs
Today
merge from main -> masterkey
Today
Add an option to disable showing clan tags on nameplates
Today
merge from f1menu_blur_fix #2
Today
Fixed returning from PreDrawSkyBox causing area portal flickering Fixed more at entity limit crashes * Mostly NPCs and HL1 entities Merge remainder of Pull Request regarding "at edict limit" handling Micro optimization for prop_effect intialization (Pull Request)
Today
Sort sprays by steam ID in the pie menu
Today
cactus 2 and 3 now use the same collider material as the rest of the variants. No longer metallic hit impact sounds
Today
fixed interior bus typo. No longer says EMMERGENCY. Now says EMERGENCY. very urgent fix.
Today
merge from f1menu_blur_fix
Today
fixed cables on powerlines poles with a new dangling position. the old once took the steps into consideration. No longer feasible by default.
Today
Removed fullscreen fade-out blurring altogether, we never intend to use it anywhere - this removes the blur fade from the inventory Fade-in fullscreen blur works just the same as before, reverted code change in DeveloperTools since it's now obsolete https://files.facepunch.com/raul/1b0311b1/no_more_blur_fadeout.mp4
Today
Merge from satellite_crash
Today
Satellite list UI tweaks
Today
further adjusted lod distances so tht the crates exist whilst the satellite remains exist. much more closely matching matching the lods of the satellite remains lods.