139,465 Commits over 4,474 Days - 1.30cph!

23 Days Ago
Add debug drawing for impact
23 Days Ago
Prevented the night light volume component from being null in a build
23 Days Ago
Merge from main
23 Days Ago
Submitting alien costume with new mat names
23 Days Ago
merge from main
23 Days Ago
Removed old EngineUI prefab
23 Days Ago
Yeeted and moved more stuff
23 Days Ago
Clean: move IsNoClipping code to unit tests Tests: compiles
23 Days Ago
Moved the supermarket freezer in a more logical position, more space all around. Supermarket S2P
23 Days Ago
Removed old console code and prefabs
23 Days Ago
First pass on cow prefab Basic FSM with idle and roam
23 Days Ago
Merge from main
23 Days Ago
Added debug.emptytankermodule and debug.filltankermodule commands
23 Days Ago
Added some help to the water catcher panel
23 Days Ago
Adjusted unlock behaviour for crude to only allow removal while the tanker is on a car lift
23 Days Ago
Fixed an infinite GUILayout issue when inspecting modular vehicles Crude oil pump now requires powergrid to be active (level 1 for now) Adjusted rates, spawn less per tick but much faster ticks
24 Days Ago
Obfuscation fix
24 Days Ago
Created a new GenericMountableAnimationSubSystem Designed for mountables that just use a single clip (ie. most of them) Plays a given clip on a loop and swaps avatar mask to lower body only when a player equips an item Updated chair_animtest to demo behaviour
24 Days Ago
main -> game_room_dlc
24 Days Ago
Compile fix
24 Days Ago
Merge from satellite_crash, fixing static control computer not being mountable at launch site.
24 Days Ago
Merge from playermaintainedmonuments
24 Days Ago
Remove logging now.
24 Days Ago
Increase movement speed
24 Days Ago
Merge from monument_cc_logging
24 Days Ago
Remove control seeat from launch site s2p
24 Days Ago
Revert rolling changes Reduce stop threshold
24 Days Ago
Add the control chair to the control computer prefab itself
24 Days Ago
- Clean out a bunch of overly complex equidistant test code - Setup world spline with the correct values to ensure equdistance without a seperated method
24 Days Ago
Fix mount anchor visibillity. Fix insanely large bounds after prefab/art changes.
24 Days Ago
Merge from apartment_complex_monument
24 Days Ago
S2P apartment complex
24 Days Ago
Harsher pausing
24 Days Ago
Logging to figure out mount issue with control computer at monument
24 Days Ago
Missed files
24 Days Ago
Split pool table into client + server files to cut down on the bloat
24 Days Ago
Fix a ton of movement lag issues
24 Days Ago
Add monumentblocker_barrels_100x450.entity and its related gibs and settings
24 Days Ago
SatellitControlComputer.static.entity fixes and remove old disabled art
24 Days Ago
Merge from paintball_fixes
24 Days Ago
Fix paintball overalls always appearing white in third person Fixes for paintball gun entity not always having the correct visual state in third person
24 Days Ago
refactor watertreatmentplant gearbox to be one entity instead of a gearbox+wheelswitch - some duplicated code with the WheelSwitch but cleaner and removes bad coupling on standard fuseboxes - it fixes most issues and removes all the jank flag-based entity toggling stuff
24 Days Ago
Halloween costume fixes
24 Days Ago
Whitebox progress / more work on the collapsed tunnel
24 Days Ago
sound.Add throws errors when given no "name" or "sound" fields Fix normals on Crossbow and GravGun Lod 1 Move Black Mesa Deathmatch maps into Black Mesa category + icons Fixed some Black Mesa map sounds not playing Merged Pull Requests + Cleanups * Entity.BeingLookedAtByLocalPlayer optimizations * Reset stale gamemode details on server list refresh Revert stripping player weapons on Sandbox spawn * This breaks existing addons Remove the Ragdoll Low Violence manager * Removes `g_ragdoll_lvfadespeed` * Because we don't have the low violence system enabled/exposed, it is always forced off for multiplayer anyway, so don't keep asking the system to get the same answer every time. * What the system was intended to do is just fadeout ragdolls faster. That's it. Update config_default.cfg to set convars to their defaults * mp_decals and sensitivity. Were set to 2x their default, now set to the actual default.
24 Days Ago
Changed both `cliff_tall_a` and `cliff_tall_c` 's `TerrainHeightSet` object properties to fix close-by cliffs sometimes carving out eachother's terrain corners and creating gaps between terrain and the cliff - Now using "Raise" mode instead of "Set" so overlapping radii take max and don't fight eachother - Increased Opacity from 0.5 -> 0.75 to make the terrain raising a little more harsh (changing to "Raise" alone didn't fix the gap completely) Subject2Change
24 Days Ago
Fixed broken consecutive cliff recalculations because of gameobject destroy frame order
24 Days Ago
Preserve order of cliff prefab operations. Run a pre-cliff baseline on the real procgen pipeline to get the state of terrain before cliffs are placed for accurate runtime recalculations. Don't move the camera when recalculating terrain
24 Days Ago
Whitebox progress Added NPC dwelling component for testing room randomization