142,733 Commits over 4,383 Days - 1.36cph!

Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
merge from automated_testing
Yesterday
Merge from industrial_crafter
Yesterday
Craft speed multiplier fix. Pool fix
Yesterday
Cleanup
Yesterday
add engineer reinforced upgrades
Yesterday
added shelf to tier 3 updated upgrade positions updated reinforced position to accomade the extra fbx - also adjusted the gibs
Yesterday
Optimised test runner window OnGUI stack Editor test runs are faster
Yesterday
adding an industrial crafter test setup save
Yesterday
updated tier 2 upgrade placement positions also added a shelf to the tier2 workbench so it can more closely match the concept
Yesterday
Yesterday
custom editor for attachments to help joint config
Yesterday
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
Yesterday
Update: ensure projectile stable indices are packed This simplifies code and opens up the door for better cache utilisation & simd processing, but currently savings are on the noise level Tests: unit tests + shot around player with 2 clients connected
Yesterday
Made the LODBakerTest script compatible with the new Bake functions arguments
Yesterday
Update default spawnlists a little * Replaced barrel model to a destructible one, added the 2 CS:S paining models that had their textures fixed recently Fixed Player:Lock and server spawns causing drowning noise FGD cleanups * Remove fireballsprite from env_explosion (never did anything) * Remove coldworld and xbox specific fields from worldspawn * Remove WaveHeight from func_water_analog * Remove SetLocatorTargetEntity from player_proxy entity * Turn some number fields/inputs from strings to floats Fixed crash due to recent physgun beam changes Show end of the URL in HTML panel messages
Yesterday
updted upgrade placements for engineer and workbench tier 1
Yesterday
M39 - Deleted duplicate overrride controller - Hooked up aim firing anim correctly
Yesterday
Fixed crash due to recent physgun beam changes Show end of the URL in HTML panel messages
Yesterday
Merge from parent
Yesterday
deleted duplicate 3p spas anims
Yesterday
moved l96 holdtype to correct folder
Yesterday
Cherry Picked from 130098 (Removing LOD Baker debug code)
Yesterday
Cherry Picked from 130097 (Multiple source mesh support within the LOD Baker script)
Yesterday
merge mortar_prototype to main
Yesterday
Remove previousLegAnimatorState tracking, apparently I added that for nothing
Yesterday
merge from main
Yesterday
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Yesterday
More setup tests
Yesterday
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Yesterday
Removed hull_corner prefabs, unused
Yesterday
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Yesterday
merge mortar_prototype to main
Yesterday
Fix cooking tests failing Improve the existing ones, add a note to expand in the future
Yesterday
Clean: cache span from ActiveTriggers.Objects Tests: none, trivial change
Yesterday
main -> vendingmachine_ui_refresh
Yesterday
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Yesterday
Merge: from main
Yesterday
removed uneeded anims events from some 3p anims
Yesterday
Merge: from terrainkick_nre_fix - Bugfix for NREs caused by kicking players(invalidating iterators) while looping over StableObjectArray Tests: kicked self through clipping in terrain - no NREs
Yesterday
Merge: from main
Yesterday
industrial electric furnace - gibs - corpse model - updated prefabs - ran manifest
Yesterday
Optim: Avoid double indirection when looking up active triggers - enabled by use of invalidating RemoveAtSwapback TriggerParent.StableIndex is only const during a frame, it now can change between frames Tests: built a 3-piece boat with a ladder, jumped around it
Yesterday
Updated player update animation import preset
Yesterday
exported edited 3p swimming anims
Yesterday
Test placement for accelerate. item setup.
Yesterday
merge from automated_testing
Yesterday
Added category selection to the test runner window
Yesterday
Fixing prisoner hood skinning and missing LODs