142,003 Commits over 4,383 Days - 1.35cph!

Light dye sets
Yesterday
Merge shaderlib fix from x86-64 * We will need this change here eventually anyway Block setinfo concommand Try to prevent infinite loops in model animation code Apply "boing" jigglebone fix from TF2 SDK PRs * Fixes some models becoming invisible due to jigglebones * ValveSoftware/source-sdk-2013/pull/1721 Fix crash with dropship at entity limit w/ strider container
Yesterday
Part2
Yesterday
Part 3
Yesterday
Apartment complex b LODs/baked LOds/prefab setup and colliders
Yesterday
More beard setup
Yesterday
Fixed players being able to access TC through the vending machine
Yesterday
merge from main -> fix_dynamic_occlusion_pausing
Yesterday
merge from fix_hover_loot_attachments -> main
Yesterday
merge from fix_privaddfriend_vis
Yesterday
add usedistance range check
Yesterday
Fix hover looting multiple attachments inside a gun only moving the first one because it was toggling all item info panels which cancelled the other pending loot actions
Yesterday
merge from main
Yesterday
Short beard setup wip
Yesterday
merge from workshop_emission_intensity
Yesterday
Add ColourEx method for getting HDR intensity of a colour. Fix Workshop resetting HDR intensity, add back HDR after colour picker(s)
Yesterday
merge from fix_cui_drabble_nre -> main
Yesterday
Merge PR #83 to fix draggable UI causing NRE on panels that can be disabled
Yesterday
updated mortar animation idle pose
Yesterday
merge from fix_forceaddtoteam -> main
Yesterday
Fix forceaddtoteam not working if you weren't already in a team and not working if the target was already in a team
Yesterday
WIP on supporting emission intensity in workshop, fix emission toggle in workshop with intensity not 0
Yesterday
merge from fix_itemcontainer_take_leak -> main
Yesterday
Industrial Large Furnace - updated model, textures Updated manifest and localization
Yesterday
Add crossfade to mortar pose, fix animation handles not being released, fix animation handles not applying autoplay properly.
Yesterday
Industrial Autoturret - Updated textures, reran skin lists, renamed textures to new convention
Yesterday
Fix smoke grenade manager returns driving me crazy
Yesterday
transformchanged_cleanup -> main
Yesterday
Support food on corpses again
Yesterday
Save a few pennies in SmokeGrenadeManager::Move
Yesterday
main -> vendingmachine_ui_refresh
Yesterday
transformchanged_cleanup -> main
Yesterday
Space
Yesterday
- Only check if food in transform changed override for dropped entity - Only check if smoke in transform changed override for smoke grenades
Yesterday
Lower mortar deploy angle check to only allow placement on flat ground
Yesterday
Salvaged Icepick inventory sounds and weapon audio polish
Yesterday
Add mortar deployment guide prefab
Yesterday
merge from mortar_prototype
Yesterday
Fix mortar deployment NRE, fix socket mods using the wrong layers
Yesterday
Cleanup transform changed: - Only do checks on positional network update - Only do smoke grenade checks for smoke grenades
Yesterday
edited player animator controller so the3p jog backwards anim works correctly and set the walk animations speeds to 1 from 1.5 after exporting edited 3p walking animations to play at that speed correctly
Yesterday
- Deselect support - Format changes
Yesterday
- Lil pop anim when the search opens up - Dont create a tooltip if text field is empty - Add icon and placeholder text colouring support to input fields
Yesterday
added a little low wall to the penthouse greybox separating kitchen/living
Yesterday
removed collision from broken glass decal as it causes issues walking over moved some mesh decals up in radtown, radtown S2P
Yesterday
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Yesterday
this probably fixes it
Yesterday
Merge from workbench_upgrades
Yesterday
industrial electric furnace - reduced AO to 512
Yesterday
io workbench visual point setup