136,332 Commits over 4,293 Days - 1.32cph!

Today
fixed signal computer scale genericspawnpoint now draws meshfilters at correct rotation/scale/position regardless of nested depth in prefab
Today
Add `client.receivelatency` cvar to simulate latency/ping for debugging.
Today
kitbashed a better signal computer
Today
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Merge from artist_pack_dlc
Fix paintball impact decals sometimes using generic bullet impacts Other impact effects should now be set to global if the effect happens to land on an entity. Global impact effects have spawn distance behaviour disabled if the initiator player is the local player. Looks like a bug, as it was set to be global if we hit non entities.
Today
Terrain renderer editor script
Today
Add terrain testing scene
Today
Add mesh spawn debug option
Today
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Today
merge from main
Today
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Today
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Today
Merge from water_junkpile_climb_fix_again
Today
Remove ladder volumes from floating junkpiles Add a new prevent movement volume extending underneath each wooden pallet collider by about 1m Prevents players getting stuck underneath junkpiles and makes them much thicker, making the jump out of water check more reliable
Today
Fix the mortar facing backwards when placing (even though ti's a placeholder model)
Today
Make the placeholder item icon for a mortar shell more distinct because a blue rocket is terrible
Today
Switch the adjustment tool from hammer -> pipe tool because holding E to pickup prevents the radial menu from opening
Today
Add per-player cooldown so you can't alternate mortars to fire faster than intended - set cooldown on both players & mortars - use prediction to set the cooldown on the client after firing the mortar so the UI for "Fire" doesn't flicker before the network update is sent
Merge from main
Today
Fix OSX compile error
Today
Make "Fire" take 2.5 seconds - shorten cooldown from 4 -> 2 seconds to compensate - using the progress bar to imagine some kind of loading shell animation and then the mortar would have a short cooldown after shooting before you can load the next one Keep setting up prefab - enable repair - set max health - reduce placement angle from 45 degrees to 15 degrees (since it's currently based on large box placement)
Yesterday
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. Fix Alyx playermodel coloring covering some wrong areas 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
Yesterday
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Yesterday
merge from main/naval_update
Yesterday
HorseMask setup
Yesterday
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Yesterday
Merge from naval_update
Yesterday
Merge from naval_missions
Yesterday
Merge from naval_update
Yesterday
Merge from main
Yesterday
Fix some weirdness with how missions were first getting loaded from player state on player entered game Expand log if loaded objective count data is wrong
Yesterday
6 million microadjustments to the sky/weather to compensate for the black crush fix.
Yesterday
merge from spinner_wheel_standard_material - switched spinner wheel over to metal smooth (and notified skinner community)
Yesterday
Attempt to fix release build crash with Indirect Instancing enabled by avoiding (potentially buggy) NativeBitArray altogether.
Yesterday
removed imported blank windmill materials, re-linked gibs to used materials, fixed material slot on gibs on windmill
Yesterday
Fixing more rotational errors
Yesterday
Fixing rotational errors for gesture anims
Yesterday
talking animation polish pass
Yesterday
Merge: from main
Yesterday
pt boat engine audio loop tweaks
Yesterday
Fix issues with clearing missions when resetting player state
Yesterday
Another attempt at fixing npcs going through tropical ruins doors
Yesterday
merge back updated tropical1
Yesterday
Adding v4 fall anim
Yesterday
Added additional data to the shadow preset performance results
Yesterday
fix balloon LOD not dynamic (text disappearing on boats)
Yesterday
Fix tropical1 floating: Offset everything by terrain + overgrowth, move prefab transform back to 0
Yesterday
3p handcuff captive holdtype override controller and anims updated
Yesterday
Adding v4 door kick anim