136,757 Commits over 4,324 Days - 1.32cph!

Today
Started on the server admin UGC tab
rough burst cloth setup, working with the added unity constraints
Today
Mark torcholder active pfx LOD as dynamic
Today
Added a test to detect redirect items referencing themselves as IsRedirectOf
LNY armour rig setup with temp default Unity constraints
Today
Implemented rigged LNY armor mesh
Today
Add `visibilityradiusdeepsea` convar to increase the network range in the deep sea - default to 20 (640m)
Today
Implement STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE Fixed some potential crashes with navmeshes Fix potential crash issues with dropship Prevent `trace` concommand erroring with dropships
Today
Adding LNY horse armour fbx
Today
second pass on environment volumes
Yesterday
wip comps box
Yesterday
first pass on environment volumes
Yesterday
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Yesterday
Don't write motion vectors on the 50 cal ejection FX. Fixes smudge issue with the links when sailing.
Yesterday
Small hue tweak.
Yesterday
Fixed a regression in the PT boat emission.
Yesterday
merge from fix_scientists_not_wounding
Yesterday
Add fuse burn animation to cannon firing. Retarget new fuse mesh to old fuse bones. Toggle fuse depending on loaded state. (this might be unnecessary.)
Yesterday
merge from naval_update
Yesterday
Charcoal Comp Box - Final lowpoly, bake, WIP textures
Yesterday
Fix State_Playtanimation NRE
Yesterday
Component Ammo Box - Moved and updated textures, set correct resolution
Yesterday
Tweaked all tropical trees minigame marker data, some of them were off
Yesterday
Fix scientists taking too long to notice a player touching them, sometimes going through players without noticing, they'll now notice instantly
Yesterday
Fixed deep sea trees client/server scale mismatch. These trees are handplaced with custom scale and S2P-ed, it wasn't working, the scale was overriden by decor components - Added a skip decor components field in ResourceEntity, set to false on all the deep sea tree instance. Prevent DecorScale from messing the scale - Deep sea now enable scale networking on its trees Fixed the collision issues and tree minigame not working S2P all tropical islands
Yesterday
CodeGen
Yesterday
If streamermode is enabled then turn off RHIB screens
Yesterday
Pool fix
Yesterday
Fix Alyx playermodel coloring covering some wrong areas Pull Request: Added color support for Arctic player model Lets try updating BASS.DLL to 2.4.18.3 * Probably achieves nothing at all Alias prop_portal_stats_display to prop_dynamic * Fixes Portal 1 having missing elevators Material refcount changes * Fixed Portal 1 energy pellet having missing texture (0 ref count) * Do not precache AR2 ball materials until used, they can now also unload on map change * Do not forcibly precache muzzleflash materials that are not even used Render hook changes * Apply correct rendering matrices for PreDrawHUD and PostDrawHUD, so calling cam.Start2D is no longer necessary. * Move calling of PreDrawHUD slightly later, so it renders in the 2D view, just like PostDrawHUD does. * Moved GM:PostDrawEffects to be called slightly sooner than before, so it is called in the 3D view, not after it, and also is consistently called only when PreDrawEffects is Prevent opening chat with cl_drawhud 0 locking you out of main menu Do not precache some HL1 weapons Prevent gauss gun spewing about out of bounds values Better handle invalid physObj in queued collision events Lets try making lights non networked Added "damage" keyvalue to `crossbow_bolt` Allow m_ragdollMins/m_ragdoll.allowStretch via SetSaveValue again Minor cleanups Make Pistol weapon use its draw empty animation when empty Implement empty draw for Crossbow
Yesterday
centred floating_city_3 terrain properly, rebaked shore vectors
Yesterday
Merge from deepsea_closed_fail_missions
Yesterday
Small code fixes Rebuild phrases
Yesterday
50cal and cannon updates
Yesterday
Minor adjustments to walk around distance
Yesterday
- Show tooltip if you try to reload the turret whilst its full - Show tooltip if you try to reload the turret and have other types of 5.56 ammo in your inventory. We require standard 5.56
Yesterday
merge from main
Yesterday
Codegen and compile fixes
Yesterday
Include hl2 version of buildingset056a * Apparently it was changed in the 20th anniversary update? particle COLLISION_MODE_INITIAL_TRACE_DOWN traces down * instead of tracing west More potential crash fixes func_movelinear supports changing parents * Fixed a bug on ep1_c17_01 Rearrange new field of CopiedDupe netmessage to bottom * Apparently there's some addon out there that overrides some duplicator functionality and breaks any changes, sigh. At least this way it should be less broken. Add some checks for voice chat gain manager * If current or target gain become inf or nan, reset. Also prevent division by 0. More fixes for potential crashes Fix OSX compile error Remove more unused HUD elements from builds HUDShouldDraw gets called for cl_showfps panel (when active) Remove more unused GameUI stuff Fixed crashes with certain material proxies when used on static props More minor cleanups sv_showimpacts draws server hitboxes in blue color Init QAngle to 0,0,0 on creation Fixed player hitboxes in vehicles at odd angles Fixed some player animation/hitbox desync * Vehicle animation poseparameters were not set serverside * Player "grab ear" animation was not playing serverside Restore sv_showhitboxes (cheat protected)
Yesterday
Merge from naval_update
Yesterday
Merge from main
Yesterday
apartments building facade, atrium and corridors progress
Yesterday
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Yesterday
merge from indirect_instancing
Yesterday
Mark Indirect Instancing as DeveloperOnly
Yesterday
Cargo plane anti collision light changed into a simpler, smaller strobe, so that it isn't potentially the heaviest thing in the game to render anymore.
Yesterday
Fix new scientists killing players without wounding them first
Yesterday
Fixed signal computer flare trigger. Signal computer hums, and also does a little beep when ready to transmit.
Yesterday
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
Yesterday
Disabled tree minigame for palm_tree_tropical_short_e - too small
Yesterday
Tweaked floating city 3 shore vector volumes S2P