138,673 Commits over 4,474 Days - 1.29cph!

11 Months Ago
11 Months Ago
Skin asset name
11 Months Ago
Ceiling fluorescent light is now a redirect skin of the ceiling light Power consumption upped to 2 Affects growables
11 Months Ago
Make ClientsideModel able to be hit by clientside only traces * When using physics. Collision bounds must be set manually if model changes. Merged Pull Requests * TTT: Updated Turkish localization (Community Contribution) * Main menu: Make check box labels clickable (Community Contribution) * TTT: Set Attacker and Inflictor to usages of SWEP:FireBullets (Community Contribution) Remove extra newlines from "##### CTexture couldn't find" warning * The warning is Linux only Added 2 new optional args to mesh.TexCoord * mesh.TexCoord( stage, S, T, U, V ) - UV being the new args. They are optional. Fixed edict exhaustion prevention affecting nextbot players Fixed some usages of HL2_DLL clientside * TE_CONCUSSIVE_EXPLOSION and fall damage constants being inconsistent between client/server Try to end mesh.Begin when a mesh wasnt ended (i.e. after a Lua error) * mesh.Begin will end the current mesh if there is one. It will still error afterwards like it did before. * Prevents game hang, hopefully without side effects Fixed a crash with clientside ropes on props Basic implementation of clientside ragdoll gibs Prevent crash to do with CSpatialPartition invalid handles Prevent "bone write access" warnings with ClientsideRagdoll() Make `tools/toolsinvisibleladder` not affect visleaves Fixed CLC_Move::ToString numbers being flipped Fixed server crashes to do with Gonarch NPC Restore default FindUseEntity behavior Fixed CBaseFileSystem::ReadLine not working for workshop files Minor VPK support changes from CS:GO Fixed addon dependencies not showing due to regressive Pull Request Change ents.CreateClientRope slack param to work better Make ents.CreateClientRope despawn if any of its entities are removed Fixed Lua errors with DProperty_VectorColor when deleting editable entity Allow to give ents.CreateClientRope local vectors instead of attachment IDs FIlesystem cleanups Improved invalid model detection Improve folder search inside VPK files Can actually find folders in root of VPKs, can actually wildcard match them now as well (so "models/props*" gets you just folders starting with that, not all folders in "models/") 64bit compile fixes
11 Months Ago
Remove non threadsafe timeWarning from multithreaded part
11 Months Ago
Beanbag Seat - Updated textures with colour changes and added fuzz shader
11 Months Ago
merge from main
11 Months Ago
merge from decor_lighting_dlc
11 Months Ago
ContainerIOEntity now has a isLockable field Made the wall cabinet lockable
11 Months Ago
Media assets, store page
11 Months Ago
positioned lock empty in wall cabinet
11 Months Ago
Wall Storage - Deleted old icon from the main assets folder (it seems to have slipped through using the old icon tool)
11 Months Ago
package modifications - built latest version 1.0.7 and replaced Windows DLL, gives access to more tuning parameters - made lib editor only - compatibility changes for new version - removed old version linux and osx libraries, if someone cares to generate convex colliders on mac/linux then we can build them
11 Months Ago
gunshot_network_range_improvements -> main
11 Months Ago
- Import UniTask - Run navmesh generation on a background thread - Handle AiManager.nav_wait and AI.move the same way as the current DynamicNavmesh
11 Months Ago
fix for double audio trigger bug
11 Months Ago
Ensure the AK variants have the same sound range as the base ak
11 Months Ago
logs
11 Months Ago
Floating city scene cleanup Medical bay progress
11 Months Ago
If terrain height is greater than water height then we should assume we are dry, and then run the volume checks rather than just ignoring the case and allows false positives.
11 Months Ago
Floating walkways set dressing WIP
11 Months Ago
Improvised walkway roof corner pieces for medical bay tent Set shadowcasting on tarps to 2 sided
11 Months Ago
moved mannequin body part prefabs to their own folder so theyre easier to find
11 Months Ago
Baseline
11 Months Ago
Merge from main
11 Months Ago
Staging wipe network++ save++
11 Months Ago
added CoACD package locally to allow modification
11 Months Ago
Merge from main
11 Months Ago
Prefabbed up medical bay barge for better scene organisation, cleaned up scene hierarchy
11 Months Ago
Merge: from benchmark_demo_clean - Clean: removal of dead functionality for demo benchmarks (not supporting it) Tests: compiled in editor
11 Months Ago
Clean: remove expired editor-only upload endpoint Tests: none, trivial change
11 Months Ago
Clean: remove full-server-demo benchmark demo uploading FullServerDemos are not used for benchmarking(since they're not net protocol stable), so there's no point in this code. Tests: compiles in editor
11 Months Ago
Instanced terrain cell renderer setup
11 Months Ago
tweaks to torso and hand so there's less clipping on some clothing items
11 Months Ago
Re-prefabbed floating walkways for set dressing pass
11 Months Ago
pulled mannequin's wooden leg down so it's same height as the foot
11 Months Ago
merge from fix_jackhammer
11 Months Ago
merge from gesturebind_log_fix
11 Months Ago
merge from admin_invis_misc_fixes
11 Months Ago
merge from scene_warmup_fixes
11 Months Ago
merge from cargorange
11 Months Ago
merge from spas12_vm_ironsights
11 Months Ago
merge from Attackheli_Buildvolume
11 Months Ago
merge fix_invoke_handler_errors to main
11 Months Ago
Fix InvokeHandler being left in scenes, which caused error spam when entering play mode.
11 Months Ago
head_lookdown_debug -> main
11 Months Ago
Occassionally if a players head look angle > 140 degrees consistently for prolonged update cycles, it could lose its pitch data, only preserving the yaw
11 Months Ago
beanbag chair sounds mannequin sounds chandelier sounds orientable spotlight sounds wall cabinet sounds
11 Months Ago
merge fix_hp_post_restart to main
11 Months Ago
Load modifiers before metabolism, otherwise metabolism will set always cap the player health to 100 after a server restart rather than the modified max health.