161,282 Commits over 4,597 Days - 1.46cph!

1 Year Ago
Made front turret way smoother to look around with
1 Year Ago
3p boat steering tests - added Steering_Boat mountpose enum - added placeholder player sitting pose - added steering anim to player animator - set steering deployable to use pose, updated mount position
1 Year Ago
Rear turret eye adjustment to remove clipping
1 Year Ago
3p bolt rifle anims updated so finger does not clip through the gun
1 Year Ago
Fix NPCs being unable to shoot the Alyx Gun Fixed some unfortunate regressions with vehicles Ship light_cagelight01_off.mdl with fixed physics Ship fixed physics for windmill_blade004b.mdl
1 Year Ago
Fix NPCs being unable to shoot the Alyx Gun Fixed some unfortunate regressions with vehicles Ship light_cagelight01_off.mdl with fixed physics Ship fixed physics for windmill_blade004b.mdl
1 Year Ago
set up wind stings and general improvements on the ambience volumes and triggerers
1 Year Ago
naval_update -> turret_head_animations
1 Year Ago
Disable burst compile on InvalidateRaycastHits to fix nametag visibility bugs with terrain/water.
1 Year Ago
Added multi-line support for balloon text editing
1 Year Ago
moved some vertex processing into multi-threaded generation
1 Year Ago
fixed triangle -> vertices/indices processing, each edge holds a cache of indices (max of 4 that it can produce in any configuration) and vertices check this cache before adding their own - EdgeKey now just holds the interpolated vertex and an order-independent hash of the grid corners it is defined by - Lets us weld vertices within our own tolerance, roughly halves verts and allows smooth normals to be calculated properly (we lose hard edges a bit with this, but we can solve that procedurally later if we want)
1 Year Ago
export spas shotgun anims with correct spine position
1 Year Ago
IO line are switched to LOD dynamic when their IO ent is parented to something
1 Year Ago
More IO prefabs deployable on Large Vehicle layer
1 Year Ago
▍ █▅▄▇▊▆▆▉ ▍█▍▄▊▍ ▊▆▉▉▌▇▉▇▊
1 Year Ago
set up birthday hat to be skinnable of candle hat
1 Year Ago
Created a bespoke anim set for m4 shotgun and applied the anims to m4 override controller
1 Year Ago
added gib material with emit disabled
1 Year Ago
Merge: from spectate_related_cmd_fixes - sleeping-/usersinrange commands now run from spectated player's position, if spectating Tests: used commands when spectating
1 Year Ago
Update: when running sleeping-/usersinrange, prefer to query from spectating target position Tests: used the commands while spectating
1 Year Ago
Updated language files Make net_error thread_local Fixed crashes to do with vehicle driver NPCs Foxed a potential issue with CNPC_Osprey Remove non existent entities from the FGD * Weapon_Brickbat, env_rotorwash, references to weapon_beerbottle, test_sidelist, npc_crabsynth, env_terrainmorph Change VPROF name for GetPathTime Make metrocops draw other types of pistols as well Fixed Combine Soldiers not walking/running with pistols/RPG Improve Metrocop behavior with the RPG * No longer tries to chase the player, go back to safe distance loop, etc. Combine Soldiers can walk/run with no weapon or melee weapons Breen acts like a combine when using weapons, instead of doing nothing Improve Hammer particle browser * No more random numbers in Used count, no more 13FPS, better layout, no more black background Revert "Do not rebuild node graph for workshop maps"
1 Year Ago
multi_drop_nre_fix -> main
1 Year Ago
merge from main
1 Year Ago
add printouts
1 Year Ago
added matrix lods, gibs, material adjusted and updated prefab
1 Year Ago
Medical syringe animation polish pass
1 Year Ago
Hat texture size pass. Flame replacement (still wonky atm in this commit)
1 Year Ago
Merge: from spectate_command_fix - Bugfix for spectate doing nothing when spectating far-away player - Bugfix for error on respawn after spectate if previously didn't have a spectate target Tests: used spectate out of network range 10 times in a row, used keybind to spectate twice in a row - no issues
1 Year Ago
Bugfix: Spectating - when no valid spectator found when starting to spectate, ensure we still set the right SubStrategy - If no spectate targets were found, chat message now contains the used filter Could easily happen for people using keybinds, as keybind sends "spectate True" Tests: using keybind, spectated other player twice in a row - no more errors
1 Year Ago
Bugfix: Spectating - ensure Spectating flag always gets sent to the owner Fallout from the queue skipping optimization Tests: Went outside of network range, waited for subscription to unsub and and started spectating on a 2p server. Did it 10 times - no failures
1 Year Ago
All neon signs deployable on the vehicle large layer
1 Year Ago
More IO prefabs deployable on the large vehicle layer
1 Year Ago
merge from the correct gui_sculpting branch
1 Year Ago
Cherry pick dock and edit fix
1 Year Ago
merge from sdf_sculpting
1 Year Ago
Fix FindDockableStation return logic. Fix occasional NRE disconnect with dock and edit.
1 Year Ago
add hmlmg
1 Year Ago
Merge from puzzle_reset_hotfix
1 Year Ago
Another attempt at arctic rad zone issue
1 Year Ago
Fixed InvalidOperationException in radiation damage
1 Year Ago
merge from fireballyellowfix
1 Year Ago
merge from elevator_power_draw_fix
1 Year Ago
merge from rpg_skin
1 Year Ago
merge from storepage_backbutton_fix
1 Year Ago
merge from hmlmg_skinviewer
1 Year Ago
merge from checkoutresult_fix
1 Year Ago
merge from sort_stack_fix,
1 Year Ago
▆▆▋▊▌▋ ▄▅▊ ▇█▋▉▅▉▊ ▍▍▉▍▋▍▆█▅ ▄██▍▉█▆▍
1 Year Ago
- Setup a method to emulate the twitch drop crash from before - Codegen