140,306 Commits over 4,352 Days - 1.34cph!

Today
big button colour values changed to be more white in the tintable areas to prevent other colours being too dark.
Yesterday
Merge from fog_map_edge_fix
Yesterday
Possibly fixed small strip of pixels that get revealed on the far edge of the map when fog of war is active
Yesterday
main -> new_console-ui
Yesterday
- Build errors with a string builder - Append new line between message and stack trace
Yesterday
Can now ctrl scroll to increase/decrease scale without having to always change the convar
Yesterday
Add admin clientvar 'ESPCanvas.ShowVoip' to show icons on players who are currently communicating over in-game voice. Works like 'ShowHealth', only in effect whilst spectating
Yesterday
Wire up Global.consoleScale to the new console font scale
Yesterday
Added a button to clear the current attachment
Yesterday
main -> new_console-ui
Yesterday
Switch entity thinking to doubles * CBaseEntity.ThinkSet, SetNextThink, GetNextThink, GetLastThink, SetLastThink Switch HUD animations to double curtime Switch suit chargers to doubles Switch ENT:ExpressionFinished to use doubles for timing Fixed NPC turning overshooting CAI_Component.GetLastThink float to double
Yesterday
Hopefully stop everything breaking in primitive mode
Yesterday
merge from new_console-ui
Yesterday
Fixed gamemode restricted items not showing up as red in the item tab
Yesterday
preserve_unitask -> main
Yesterday
Preserve unitask from IL2CPP stripping
Yesterday
generate_commands_2 -> main
Yesterday
Codegen
Yesterday
Tech tree is now centered instead of always sticking to the top left when scrolling
Yesterday
Fix the handful of compile errors we got. Tiny considering we generated such a large amount of descriptions
Yesterday
Add descriptions to the rest of the scripts in the codebase. Totals around 1,525 generated clientvar/servervar descriptions
Yesterday
merge from waterwheel_deployable
Yesterday
Add check for waterflow being blocked by buildings/deployables/etc...
Yesterday
All ConsoleCommands/ convars now have generated descriptions
Yesterday
industrial floorpaper exploration - setup, wip textures, icons, skin assets, engine file update
Yesterday
New clean batch of convar descriptions. Came up with a better prompt which seems to be giving much better outputs
Yesterday
Probably fixed CEF not loading in some super weird scenarios By setting PATH a bit sooner in the launcher DLL Fix HL1 ammo not respawning at correct pos with mp_weaponrespawn Remove some unused fields from HL2MP gamerules Added Black Mesa as mountable game * Also adds placeholder entities for some NPCs, such as guards, scientists and the HECU Slightly improve error handling for saving JPG/PNG files
Yesterday
Scene backup & related files.
Yesterday
Fix missing text on leave clan button
Yesterday
new_console-ui -> main
Yesterday
Fix a bunch of edge cases with autocomplete, previews of autocomplete and when to accept/decline
Yesterday
Tab and left shift + tab will navigate everything up and down as well as the arrow keys
Yesterday
Fix pool leak
Yesterday
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Yesterday
Merge from tunnel_netgroup_fix_merge
Yesterday
Subtract 146072 + merge from tunnet_netgroup_fix
Yesterday
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Yesterday
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Yesterday
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Yesterday
Rerun s2p on launch site to modify the usual heightmap texture instead
Yesterday
new_console-ui -> main
Yesterday
- Always show convar descriptions (dont need to highlight them) - Hide description if we have none
Yesterday
Industrial Shelves; - shallow wall industrial shelf, greybox model created. - initial setup of salvaged industrial shelves. - items created, prefabs created, icon created. - ran manifest & localization.
Yesterday
Modify the heightmap texture directly instead of making a copy in s2p
Yesterday
Subtract 146162
Yesterday
Clamp the delay convar to a sane range, fix delay happening after the last unlock
Yesterday
compile fix
Yesterday
exported latest m16a2 viewmodel animations and changed the prefab scale to 7.5
Yesterday
Switch to nicer UnlockPunch animation using that is now correctly centered on the widgets
Yesterday
Switch animation sequence to use a coroutine instead of invokes