136,621 Commits over 4,324 Days - 1.32cph!

Just Now
Codegen and compile fixes
4 Minutes Ago
Include hl2 version of buildingset056a * Apparently it was changed in the 20th anniversary update? particle COLLISION_MODE_INITIAL_TRACE_DOWN traces down * instead of tracing west More potential crash fixes func_movelinear supports changing parents * Fixed a bug on ep1_c17_01 Rearrange new field of CopiedDupe netmessage to bottom * Apparently there's some addon out there that overrides some duplicator functionality and breaks any changes, sigh. At least this way it should be less broken. Add some checks for voice chat gain manager * If current or target gain become inf or nan, reset. Also prevent division by 0. More fixes for potential crashes Fix OSX compile error Remove more unused HUD elements from builds HUDShouldDraw gets called for cl_showfps panel (when active) Remove more unused GameUI stuff Fixed crashes with certain material proxies when used on static props More minor cleanups sv_showimpacts draws server hitboxes in blue color Init QAngle to 0,0,0 on creation Fixed player hitboxes in vehicles at odd angles Fixed some player animation/hitbox desync * Vehicle animation poseparameters were not set serverside * Player "grab ear" animation was not playing serverside Restore sv_showhitboxes (cheat protected)
11 Minutes Ago
Merge from naval_update
13 Minutes Ago
Merge from main
14 Minutes Ago
apartments building facade, atrium and corridors progress
39 Minutes Ago
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40 Minutes Ago
merge from indirect_instancing
42 Minutes Ago
Mark Indirect Instancing as DeveloperOnly
42 Minutes Ago
Cargo plane anti collision light changed into a simpler, smaller strobe, so that it isn't potentially the heaviest thing in the game to render anymore.
1 Hour Ago
Fix new scientists killing players without wounding them first
1 Hour Ago
Fixed signal computer flare trigger. Signal computer hums, and also does a little beep when ready to transmit.
1 Hour Ago
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
1 Hour Ago
Disabled tree minigame for palm_tree_tropical_short_e - too small
1 Hour Ago
Tweaked floating city 3 shore vector volumes S2P
1 Hour Ago
fixed native pixel data using wrong format, should've been half4 not just Color
1 Hour Ago
handling floating city data, blits in on top of generated values - also jobified stupid texture data population, 30ms down to 0.7ms still too slow but way better
2 Hours Ago
paintball gun no longer researchable
2 Hours Ago
Cannonball textures from 5.3mb to 0.6mb.
2 Hours Ago
Minor deep sea code cleanup
2 Hours Ago
Leaving or entering the deep sea by respawning on bags now fire the client RPC updating the buoys and shore vector data Fixes buoys disappearing after dying in the deep sea and respawning on the main land
2 Hours Ago
Screen overlay shift to be compatible with the floating point precision in deep sea. Fixes computer screen tearing.
2 Hours Ago
Reserved flag fix (7 to 8 for flare)
2 Hours Ago
Fix occupied seats not working after a vehicle is copy pasted
2 Hours Ago
Signal computer flare uses its own entity flag_toggle logic instead of piggybacking off the strobe light.
3 Hours Ago
Signal computer mesh read/write for col.
3 Hours Ago
Fix `printspeed` not working on vehicles with old mounting behavior (reposition instead of parenting)
3 Hours Ago
merge from main -> print_speed
3 Hours Ago
more work on rentable kiosk blockouts WIP
4 Hours Ago
turret_model_clipping_fix -> main
4 Hours Ago
- Fix player model clipping into turrets at certain angles - New set of movement curves
4 Hours Ago
legitimately generate shore distances/vectors for the deep sea rather than blitting, no floating city support yet
4 Hours Ago
Fixed being able to cross to deep sea with submarines on board They didnt carry over but we now block entry with a toast, like for helicopters
4 Hours Ago
fixed paintball gun WB3 reqirement
4 Hours Ago
Fix scientists not able to go into large oilrig top floor rooms
4 Hours Ago
Add server command to help diagnostic or temporarily fix the "Failed to create agent because it is not close enough to the NavMesh" issue: printOrKillOffNavScientists
4 Hours Ago
Restored horse siege harness
5 Hours Ago
merge from LNY26
5 Hours Ago
Removed horse roadsign armor redirect (was set to itself by accident)
5 Hours Ago
basic non-UVd blockout for rentable kiosk C
5 Hours Ago
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6 Hours Ago
parallelism on DistanceField jobs and TerrainHeightMap sampling, brings total shore vector generation time down to ~5ms
6 Hours Ago
merge from artistpack_storepage
6 Hours Ago
Fixed artist pack sprays showing as a skin of the reactive target in the store page
Today
Removed the Max Shadow Lights setting from the shadow presets and added it back as a separate setting under the Rendering section with a minimum value of 1
Today
merge from sks_skinviewer_fix (restore skin viewer settings)
Today
Restore skin viewer settings
Today
merge from main
Today
merge from main
Today
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Today
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