137,092 Commits over 4,474 Days - 1.28cph!

47 Days Ago
Fixed some ground slaps on the wrong layer to fix bleed. Temporarily disabled the embedded string light prefab lights in the apartment lighting prefab so that each one can be positioned and tuned manually. Hobo barrel prefab tweaks. More lighting prefab WIP stuff.
47 Days Ago
illuminated pressure pad; - textures first pass - updated icon render setting - updated material
47 Days Ago
Cranked the flicker floor up more.
47 Days Ago
The ~100hz neon flicker varies a little for each sign type. All use primes for both ints and decs to avoid waveforms ever fully syncing. Slightly raised the bottom floor of the wave.
47 Days Ago
Hackweek FPV Kamikaze Drone - Updated model, textures, materials, setup prefab, icon, updated skins list, etc. Fully functional single local up vector multi axis rotation flight model with new accurate 3D model https://files.facepunch.com/mauroavalos/1b1411b1/14_14-12-MatureElk.mp4
47 Days Ago
Check for mute on startup & look in response of submitting voice data to see if muted - gives ok time delay before muting without 100k players polling the API
47 Days Ago
Codegen
47 Days Ago
- Swap vine swinging mount pose to standing - Fix offset y rotation - Increase drag to a more realistic level - Fix pooltable mountable not removing itself when dismounting
47 Days Ago
merge from decorative plants hackweek
47 Days Ago
Merge from missionobjective_findentities_optim
47 Days Ago
Fix some objectives searching on layers which are no good on the client
47 Days Ago
- Table can track multiple mountables - Can't mount if you're already mounted - Don't need to call kill - the table does it
47 Days Ago
- Setup v_spear anims/avatar - Fix inside terrain violation when jumpin on mountable - Viewmodel was set to wrong prefab - Viewmodel skeleton fix - Add viewmodel renderers to skinned mesh renderers
47 Days Ago
Fix pool cue viewmodel not spawning
47 Days Ago
- Manifest - Force mount the pool table mountable on use
47 Days Ago
Remove remaining game logic from pool table
47 Days Ago
- PoolGameController (all game logic: turns, win conditions etc) - Cleanup overal - Shooting logic (not connected yet) - Wire into PoolTable
48 Days Ago
Merge from missionobjective_findentities_optim
48 Days Ago
Fix MissionObjective_KillEntity missing set initialized flag Fix MissionObjective_KillEntity showing both standard mission marker and ping marker together when pings are enabled Fix WorldPositionGenerator potentially throwing a NRE in editor
48 Days Ago
Fix HLMV/HLFaceposer crashing due to modern control styles * Apparently windows API bug where GetClassInfoExA returns garbage? Minor cleanup Fixed StudioMDL crashing More compile warning fixes
48 Days Ago
Cleanup
48 Days Ago
Fix HLMV/HLFaceposer crashing due to modern control styles * Apparently windows API bug where GetClassInfoExA returns garbage? Minor cleanup Fixed StudioMDL crashing More compile warning fixes Merge DetailObjectSystem fixes from TF2 SDK for 64bit
48 Days Ago
Remove turn animations from AK, seems to break stuff even tho they aren't used
48 Days Ago
updated the building topology and added a collider for tree guards
48 Days Ago
Clean(tests): same for UpdateNetGroup Tests: ran unit tests
48 Days Ago
Updated models and prefabs of swimwear 1 and 2. fixed clipping issues.
48 Days Ago
Clean(tests): same for MovePlayer Tests: ran unit tests
48 Days Ago
Push up temp animations and angles for turn in place, maybe they can be used as reference
48 Days Ago
Add secondary motion/foot scatter, re-format fields
48 Days Ago
Clean(tests): UpdateSubs injectLastVis default to true now Tests: ran unit tests
48 Days Ago
Ceiling lights just use the HasPower flag instead of On
48 Days Ago
Bugfix(tests): sae for TestNew_KillSleeperAndReconnect Tests: ran all ServerOcclusionGroupTests - they pass
48 Days Ago
Bugfix(tests): same fix for TestNew_KillSleeperAndReconnect Tests: ran TestNew_KillSleeperAndReconnect
48 Days Ago
Train tunnel light fixture material fixes.
48 Days Ago
fixed wrong conditional
48 Days Ago
Bugfix(tests): properly setup player's last visibility state in TestNew_Reconnect Tests: ran unit test - it passes
48 Days Ago
merge from reset_groups_command
48 Days Ago
Turn in place IK subsystem, turns the player's lower body towards where they're facing rather than just sliding the feet - still kinda robotic.
48 Days Ago
Bugfix: NetworkVisibilityGrid.IsVisibleFrom no longer reports visibility between hardcoded groups Failed unit tests by making Limbo group visible from main grid cell Tests: ran TestNew_MoveOther, no longer fails
48 Days Ago
merge from mortar_prototype
48 Days Ago
moved SendBufferedFlagChanges outside of circuit loop
48 Days Ago
Improve mortar uneven ground placement error
48 Days Ago
merge from main
48 Days Ago
Updating fpbconfig json with details for azure artifact signing
48 Days Ago
Fixed broken fixtures.
48 Days Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
48 Days Ago
using HasSubscribers method instead of manual check
48 Days Ago
Id and NRE fixes
48 Days Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
48 Days Ago
Bugfix(tests): fix incorrect setup of TestNew_KillSleeper We weren't injecting lastSeen records for other subscribers, which tripped up assertions Tests: ran unit test