155,484 Commits over 4,536 Days - 1.43cph!

Today
Merge: from main
Today
merge from ai_hotfixes_for_monument_blocker_patch
Today
Subtract the subtract
Today
Update gate bounds
Today
Tooling to switch to the testbed steam app in editor
Today
merge from main
Today
merge from main
Today
halloween door wreath deploy guide fix, also fixed easter door wreath too. Deploy guide sound fix on string lights. Pickup fix on halloween door wreath
Today
Subtract 163412 new_navmesh_fixes
Today
Some UI bits
Today
More sensible placeholder crafting costs
Today
Debris removal. Set wood protection instead of stone.
Today
Fixed gibs
Today
Updating m92 world model rig
Today
merge from main
Today
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Today
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Today
merge from medical_honey_bandage
Today
Setup collision/colliders correctly in prefabs.
Today
Added honey bandage to primitive and hardcore tech trees
Today
merge from carvable_pumpkin_deploy_fix
Today
merge from paintball_gun_fixes
Today
merge from viewmodelscope_nre
Today
merge from static_piano_fix
Today
merge from TriangleHatchDeployfix
Today
merge from deployanim_fix
Today
merge from vehicle_pooling
Today
merge from glass_ar_motion_blur_fix
Today
merge from new_navmesh_fixes
Today
merge from Floating_bandage_fix
Today
merge from oilrig_light_fix
Today
Merge from main
Today
merge from main
Today
Renamed deployed entities to include .Deployed per convention.
Today
Setup missing socket/checks on gate
Rin
Today
merge from mt_snapshot_saving
Today
merge from main
Today
Merge from main
Today
cherry picked martyns rail hide code from changeset 153305 - allows the holosight rail to hide depending on the weapon its attached to.
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Today
cherry picking 8x scope, handmade sight and holosight refreshes
Today
Add entity names to "MOVETYPE_FOLLOW with no model" warning Implement CTRL+Backspace and CTRL+Delete for text entries Try to prevent game breaking states with silly values of m_yaw/m_pitch Minor cleanups Added "session_begin_ignore_version" hammer command * If you brick your VMF with this, don't blame me Add description to r_PhysPropStaticLighting Move "dynamic shadow poke through" "fix" to opt in convar * r_shadow_clip (defaults to off) - it being enabled causes shadows to be clipped erroneously sometimes Try preventing "non positional" control points bloating particle bbox * This should help with particle sorting * Marks C_INIT_RandomColor C_OP_RemapAverageScalarValuetoCP C_OP_RemapCPtoScalar as using non positional control points (in addition to the existing ones) * This could potentially cause issues where these non positional operators act on positional control points used by other control points, but who would do that?
Today
merge from main
Today
merge from automated_testing
main -> grenade_client_prediction
Today
Adjusted and balanced holstered weapon positions to sit closer to chest armour
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Today
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