142,473 Commits over 4,383 Days - 1.35cph!

6 Minutes Ago
updated tier 2 upgrade placement positions also added a shelf to the tier2 workbench so it can more closely match the concept
16 Minutes Ago
17 Minutes Ago
custom editor for attachments to help joint config
18 Minutes Ago
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
23 Minutes Ago
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
26 Minutes Ago
Made the LODBakerTest script compatible with the new Bake functions arguments
32 Minutes Ago
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
27 Minutes Ago
updted upgrade placements for engineer and workbench tier 1
30 Minutes Ago
M39 - Deleted duplicate overrride controller - Hooked up aim firing anim correctly
37 Minutes Ago
Fixed crash due to recent physgun beam changes Show end of the URL in HTML panel messages
34 Minutes Ago
Merge from parent
38 Minutes Ago
deleted duplicate 3p spas anims
39 Minutes Ago
moved l96 holdtype to correct folder
39 Minutes Ago
Cherry Picked from 130098 (Removing LOD Baker debug code)
40 Minutes Ago
Cherry Picked from 130097 (Multiple source mesh support within the LOD Baker script)
44 Minutes Ago
merge mortar_prototype to main
45 Minutes Ago
Remove previousLegAnimatorState tracking, apparently I added that for nothing
54 Minutes Ago
merge from main
55 Minutes Ago
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56 Minutes Ago
More setup tests
57 Minutes Ago
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1 Hour Ago
Removed hull_corner prefabs, unused
1 Hour Ago
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1 Hour Ago
merge mortar_prototype to main
1 Hour Ago
Fix cooking tests failing Improve the existing ones, add a note to expand in the future
1 Hour Ago
Clean: cache span from ActiveTriggers.Objects Tests: none, trivial change
1 Hour Ago
main -> vendingmachine_ui_refresh
1 Hour Ago
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1 Hour Ago
Merge: from main
1 Hour Ago
removed uneeded anims events from some 3p anims
2 Hours Ago
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
2 Hours Ago
Merge: from main
2 Hours Ago
industrial electric furnace - gibs - corpse model - updated prefabs - ran manifest
2 Hours Ago
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
2 Hours Ago
Updated player update animation import preset
3 Hours Ago
exported edited 3p swimming anims
3 Hours Ago
Test placement for accelerate. item setup.
3 Hours Ago
merge from automated_testing
3 Hours Ago
Added category selection to the test runner window
4 Hours Ago
Fixing prisoner hood skinning and missing LODs
4 Hours Ago
Pool table animation clips - loop and prop pass
4 Hours Ago
engineer table stripped - updated
4 Hours Ago
Merge from parent
4 Hours Ago
merge from automated_testing
4 Hours Ago
Fixed TestConveyorSplits and TestConveyorTransfer failing during setup because of stability All entities were spawned at 0,0,0 together and groundwatch was killing them Now setting server.stability to false in setup
4 Hours Ago
Merge from parent
4 Hours Ago
Merge from main
4 Hours Ago
Updated some old client tests to use scoped convars
4 Hours Ago
SetUp and TearDown can now fail the test is they throw They run using ExecuteTestInternal like the tests
4 Hours Ago
Test runner window now supports repeated tests