131,865 Commits over 4,232 Days - 1.30cph!

Yesterday
Change tip wording.
Yesterday
Show a game tip mentioning the built-in code lock the first three times you place a steering wheel.
Yesterday
Fixed debug portal renderer being visible with the convar off
Yesterday
Small engine skinning fix
Yesterday
- Fix inverted margin and spacing values on the deep sea rhibs - was causing the spawning values to be totally wrong and spawning rhibs at the corners with barely any on the map - Remove useless logs
Yesterday
Re-add model scale to prop_dynamic in Hammer It works visually. Minor cleanups Prevent entity precaches from calling OnEntityCreated/Removed Enable Episode 2 flinching behaviors for npc_zombie * Also fixes its blood color being YELLOW instead of ZOMBIE More bounds checking for texture related methods Merged Pull Requests * Minor optimizations for new game screen Strip out more obnoxious symbols from server names Allow copying server name from detailed server view Pull Request: Minor server list optimizations Fixed Lua error with "" for rope material Fix nullptr crashes (on game exit?) to do with HTML panels (CEF) Make Zombine use zombie blood color Resistance mines target Xen Aliens from HL1 Make Resistance Mine have proper name in killfeed Add missing attachments to Combine APC model So the player's view is not in the ground if they somehow got into the APC prop_vehicle_apc code tweaks * You can now actually exit the APC if you got into a non locked one * Non locked APC now starts the engine when entry animation ends * Do not play locked sound for non locked APC Fixed Gravity/Physics Gun world model * It is no longer changing its light level based on rotation (fixed normals) * Add 3rd skin for the mega gravity gun, used by c++ code * Adjusted model origin to match the HL2 model (we are using HL2DM one) for NPC animations * Fixed physics model not matching the visual model Update some weapon icons with poor constrast Fixed toolgun world model light origin Add thumbnail for nb_example so people stop pestering about it Potential fix for HUDWeaponPickedUp getting wrong entities Updated TTT * Add weapon group spawnflags to ttt_random_weapon Antlion Grub ragdoll inherits color/material from the "npc" * It's not a real NPC Add a copy button to kick reason popup Add `cable_dx8` to rope shader whitelist * Whyyyy is it DX8
Yesterday
Only try and ram occasionally
Yesterday
- add spawnrhibgrouphere to test group spawning and try and replicate scientist kill bug - try spawning boats lower in the water plane - spawn relative to the correct water height (including waves)
Yesterday
Add `cable_dx8` to rope shader whitelist * Whyyyy is it DX8
Yesterday
- Force the boyuancy system to wake up when the ai takes over (try and stop the boats from drowing all the scientist on spawn) - Better boat positioning - Add more bouyancy points to the pt boat (rear was a nightmare) - Wake up the boats from further away - Convar to spawn boat groups together
Yesterday
Set default EditFinishUseInterval to 1 second.
Yesterday
Frog boots repose
Yesterday
Only fill fuel to 50
Yesterday
Evaluate water height at water positions and spawn y at that rather than possibly under water
Yesterday
Npc aim refactor progress
Yesterday
naval_update -> scientist_boat_ai
Yesterday
Check textures for null in ApplyMipLevels()
Yesterday
Check textures for null in ApplyMipLevels()
Yesterday
Merge Indirect Instancing Fixes
Yesterday
* Store local bounds so that new world bounds can be derived when an instance moves * Emit a warning when a unit cube is assumed for bounds * Don't actually try calculating worldBounds for Unity, it gets really messy when things move around * Use the new local bounds for the debug overlay as well * Add some null checks in MotionList * Add BroadcastTransformUpdate() to force-update the instance transform regardless of motion state
Yesterday
roof conditionals visual polish various fixes
Yesterday
Cannon animation polish pass
Yesterday
ak charm anchor position tweak
Yesterday
Edit/finish cooldown is now handled by a flag, client UI menu options based on the flag.
Yesterday
mp5 charm setup
Yesterday
roof block model transforms reset, removed duplicate gibbable scripts
Yesterday
Updated charm list
Yesterday
AK charm setup
Yesterday
backpack charm texture updates
Yesterday
Updated deep sea map marker tooltip wording
Yesterday
Merge from client_cache
Yesterday
Wellipets hat repose
Yesterday
Added deepsea.setTimeToNextOpening Lets you set the time before the next deep sea opening
Yesterday
Adding space station building grade Added new skin blocks to master blocks Space station building block prefabs setup
Yesterday
Abyss Hazmat repose/lods
Yesterday
Init boat audio shortly after client boat is enabled so it can use cached data. Remove some debug logs.
Yesterday
Yesterday
Paintball Gun - split transparent parts into extra material, added backfaces for tape, WIP texture update
Yesterday
Added BoatBuildingStation.Client partial, moved some code.
Yesterday
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Yesterday
IsBoatFullyContained uses cached blocks
Yesterday
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Yesterday
Created a command to fill the players inventory with random items. Its functional but still need some more work.
Yesterday
Client part caching wip
Yesterday
merge from main
Yesterday
merge from naval_update
Yesterday
Merge from parent
Yesterday
network++
Yesterday
merge from playable_monument_scenes