141,173 Commits over 4,383 Days - 1.34cph!

10 Days Ago
Gesture audio event updates
10 Days Ago
merge from new_console-ui
10 Days Ago
Console background blur matches the old console, blur is stronger when the main menu is open
10 Days Ago
Merge from main
10 Days Ago
Set up hair sets to debug seed issues
10 Days Ago
merge from main
10 Days Ago
fpb-config: 2022.3.41f1 -> 6000.3.11f1
10 Days Ago
Merge from main
10 Days Ago
Gesture animation polish pass - start/end pose update and timing adjustments
10 Days Ago
merge from new_console-ui
10 Days Ago
Restored [?] color in autocomplete
10 Days Ago
Fixed console auto complete not working well with chained commands
10 Days Ago
Server admin UI: - Fixed player list mask - Added scrollbars to player and UGC lists
10 Days Ago
Merge from terrain_renderer
11 Days Ago
Merge from main
11 Days Ago
Remove debug colour terrain instance data Remove terrain mesh collider tests Disable on deepsea Update terrain quality on init
11 Days Ago
merge from skinviewer_easter
11 Days Ago
New rustige egg skin viewer music
11 Days Ago
merge from main
11 Days Ago
merge from main
11 Days Ago
Mark the position/rotation offset fields on ShieldHeldEntitiyOffset as read only, they should only be applied with the editor button Update butcher knife offset, very minor change
11 Days Ago
Allow spine movement during kick gesture (see forceAllowSpineMovement toggle, we normally don't want spine look during full body gestures)
11 Days Ago
Fix FoliagePlacements when using MeshRootTerrain
11 Days Ago
Fix merge issues Fix non-procedural scenes where the terrainRenderer has not been setup Clean up Geoclipmap debug code
11 Days Ago
Fixed a bunch of gestures set to loop incorrectly Gestures now start fading out the upper/full body layer 0.25s earlier, so the layer is fully faded out by the time the gesture finishes Prevents the state machine switching to the idle state and still being visible during the fade Fixed spine IK not applying correct weights while in an upper body gesture, fixes slight angle changes when entering/exiting gestures
11 Days Ago
Merge from parent
11 Days Ago
water wheel deploy fires effects instead of using RPC footsteps now play when a player pushing the water wheel
11 Days Ago
Merge from main
11 Days Ago
Female head UVset updates
11 Days Ago
Disabled Has Exit Time on the SItting -> Exit animation state The animator pose type will now persist it's value when a player dismounts, it used to reset to 0 as soon as a player dismounts This fixes mountables using a different pose type to the default sit animation transitioning to the default sit animation as soon as a player dismounts It always did this, but because the default sit animation was a single frame it was unnoticable
11 Days Ago
Call UpdatePlayerModel the same frame as a held entity is deployed, not the following frame This fixes the weapon appearing in the wrong location for a frame when it's parented to a prop bone and the prop bone is animated
11 Days Ago
fix sky compositing regression
11 Days Ago
Merge from projectile_visibility_fix
11 Days Ago
Fix projectile effects instigated by other players spawning under the map
11 Days Ago
FX/lighting prefab.
11 Days Ago
Updated UVsets on FemaleAverage LODs for hair caps
11 Days Ago
Bump steam.inf
11 Days Ago
Update branch - Fix download_server_list command not passing whether to include empty servers or not
11 Days Ago
Switch Snark/Tripmine/Satchel to HL1MP base for prediction Jiggle bones, NPC blinking and IK to use doubles HL:S weapon high curtime fixes More double curtime work CBaseEntity GroundChangeTime stuff, AddStepDiscontinuity, grenade timers, CAnimationLayer::m_flLastAccess, C_AnimationLayer, PhysGetSyncCreateTime. CSequenceTransitioner::UpdateCurrent, animevent_t::eventtime Some NPC improvements at high curtime * Scanners, Task/Schedule system, gargantua, hunter, gravity gun Change beam related variables to doubles Player anim state doubles More bone setup conversion to doubles * C_BaseAnimating::AccumulateLayers, StandardBlendingRules, C_BaseAnimatingOverlay::CheckForLayerChanges Particle system doubles Apply fmod for CurrentTime matproxy * Since materials deal with floats, we gotta do hacky stuff to keep it working smoothly Double curtime for closecaptions Switch EmitSound delays to doubles
11 Days Ago
kiosk signs
11 Days Ago
merge from main -> fix_server_browser_compression
11 Days Ago
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11 Days Ago
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11 Days Ago
merge from overfishing
11 Days Ago
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11 Days Ago
comment out ddraw for compiler issue
11 Days Ago
merge from qol_bug_report_config -> main
11 Days Ago
up default time to 30min
11 Days Ago
Clean: simplify sync from flying cache back to players Tests: none, trivial change
11 Days Ago
Include client.cfg when making a bug report to help when looking into the bug reports