142,121 Commits over 4,383 Days - 1.35cph!

8 Days Ago
Split dump commands into parts (adding, no change to original) - Animators - Entities - LODGroups - Network - Physics - Root Objects (all gameobjects all scenes) - Warmup - System info
8 Days Ago
Merge from prototype
8 Days Ago
//Todo
8 Days Ago
More workbench UI work for prototype upgrade
8 Days Ago
Replace temporary firing animation with the mortar attack animation, implement handle rotation, fix low/high sweep transitions not fully crossfading. Change mortar yaw transform to not rotate the whole mortar with it, fix all the bugs involved. (mount/look rotation)
8 Days Ago
Deployable test for containers missing inventory open & close sounds Flags the new tin can alarm
8 Days Ago
fix CCTVRemoteCamera missing vclouds and vfog components
8 Days Ago
Minor cleanups * Send/RecvPropInt => Sent/RecvPropBool where appropriate for players Reduce network bits of various net props * These have unnecessarily large (32bit) networked properties, so we reduce them to only as large as needed * CBaseCombatCharacter, CColorCorrectionVolume, CEnvProjectedTexture, CEnvScreenEffect, CFish, CTEBaseBeam, CTEExplosion, CTEMuzzleFlash * SLAM, Pistol, Gravity Gun, HL2 Machine Guns, Grenade, CBaseCombatWeapon, CPhysGunBeam * HLS shotty, satchel, hornet gun, gauss gun * CNPC_Puppet, CHL2PlayerLocalData, CPropAirboat, CNPC_Portal_FloorTurret, CNPC_RocketTurret, SmokeTrail, RocketTrail, CSteamJet, CBaseToggle, CCollisionProperty, CGMODRules Delete TE_Impact (seems unused?) Removing unused stuff * Removed UTIL_MuzzleFlash (unused) * Removed CWorld.m_flWaveHeight, m_bColdWorld (networked, unused) * Removed CBaseDoor.m_flWaveHeight (networked, unused) Network m_bLocked for prop doors to clients Network m_bLocked for vehicles and prisoner pod to clients Network prop door m_eDoorState to clients * For mods to do with as they please
8 Days Ago
Blend between low/high sweep animations on mortar when aiming/up down to make hand IK not look crazy.
8 Days Ago
Add a way to use multiple animation handles with the player model.
8 Days Ago
fix default rotation of pumpkin in painting menu
8 Days Ago
tighten up waterwheel dismount positions
8 Days Ago
Initial setup for new vending machine admin ui
8 Days Ago
Missing files
8 Days Ago
update phrases - fix overfished message - waterflow message - lootinsafezone msg
8 Days Ago
Bleed fix.
8 Days Ago
More monument scene lighting fixes for updated assets.
8 Days Ago
Merge from main
8 Days Ago
exported latest bowless crossbow viewmodel anims
8 Days Ago
Renamed neon sign textures to new conventions. Added open and closed cateogories in kiosk hierarchies in Kiosk A - F
8 Days Ago
Scientist Santa restored in the santa sleigh
8 Days Ago
Restore path highlighting
8 Days Ago
Start making conversation for apartment vendor NPC
8 Days Ago
Code gen
8 Days Ago
merge from mortar
8 Days Ago
Mortar anim updates
8 Days Ago
Seperate upgrade path logic for prototype/regular
8 Days Ago
Comitting some mitting metas
8 Days Ago
More neon sign work - new art, LOD0s only so far, some texture adjustments
8 Days Ago
More UI
8 Days Ago
move "inventory full" toast behind the inventory UI, blocks too much
8 Days Ago
replaced door meshes with door prefabs on kiosks
8 Days Ago
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
8 Days Ago
Bugfix: ensure players are detected on the border of the network cell - expanded unit tests to cover these cases Tests: ran unit tests
8 Days Ago
update apartment_complex_monument/prototype
8 Days Ago
Buncha fixes.
8 Days Ago
Fix a test fixture convar
8 Days Ago
apartment doors lods, collision and static prefabs
8 Days Ago
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
8 Days Ago
More UI setup
8 Days Ago
Merge: from main
8 Days Ago
Bugfix: fix HasConnectionsClose & GetCloseConnections missing players in medium and large ranges - also add a unit test to validate Connections overload Tests: ran unit tests
8 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
8 Days Ago
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
8 Days Ago
Revert some UI changes/behaviour. Add separate prototype panel to techtree. Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
8 Days Ago
merge from main
8 Days Ago
Set new pitch clamps to match animations (30-60deg), update IK hand targets
8 Days Ago
Bugfix(tests): adjust player spawn distance for TestNetworkRange.OutsideRange cases They can land on a boundary, making it more difficult to reason when working across small/medium/large layers Tests: ran the tests, same results
8 Days Ago
Bugfix(tests): expand TestServer's network grid from 1k to 2k Previously it was too easy to accidentally setup an out-of-bounds scenario, leading to confusing test failures Tests: ran related tests, discovered couple tests are failing (unrelated to this change)
8 Days Ago
Avoid repeated calls to Terrain.activeTerrain