141,551 Commits over 4,383 Days - 1.35cph!

Today
Fix animals looking behind unnaturally, bring back the fix from previous implementation
Today
added a bunch more boat layouts for testing
Today
Reduce guaranteed slots from defensive to 1
Yesterday
New(tests): ProfileExporter unit tests Synthesizes basic profile streams and sees if it sucesfully exports them, without checking contents. Tests: ran tests, 2 fail. inspected some outputs of passing ones
Yesterday
merge from render_pipeline_testing (reflection fix)
Yesterday
fix vclouds not showing up in water reflections in BiRP
Yesterday
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
Yesterday
Yesterday
Industrial Autoturret - Updated textures
Yesterday
Fixing skinning for lumberjack hazmat
Yesterday
New gesture animation polish pass
6 Days Ago
Simplify how we get Steam APIs * The new SteamAPI versions do not have the "api context" stuff anyway. * Deletes IGet::SteamRemoteStorage, SteamApps, SteamScreenshots, SteamUser, SteamFriends, SteamGameServer, ResetSteamAPIs Fixed another NPE crash with HLTV Fix some prediction errors with HL1 weapons * These weapons take too much effort Minor weapon prediction fixes * SLAM fixes * Minor Gravity Gun prediction fix (for holding right click) Re-multiply SWEP slot positions by 100 again * This is part of a hack that was removed, but mods are expecting this behavior now, so we restore the *100 part Update default spawnlists * Added Tool Gun world model to Garry's Mod spawnlist * Updated CS:S spawnlists - merged characters and weapons to "Counter-Strike" spawnlist New CS:S spawnlist to include ALL props from CS:S * Old "Map Props" spawnlist removed, add 2 new ones that contain all the models, one with the more useful ones, one with the less useful ones Merge PR to update default spawnlists Sort Browse => Games/Addons in spawnmenu using lowercase text * Fixes some models, such as W_AlyxGun appearing out of order Update 2 more spawnicons Fix combine dropship not flying away after deploying troops ILuaThreadedCall virtual destructor Updated spawnicons * Added spawnicons for most CS:S props, rerendered weapon icons to be brighter Apply a hack to hide toolsocclusion on MC:V maps Make some warnings use RED text * Bad lightmap extents on material, srcds_run warnings/errors Fix fallback skybox texture using non existent textures Fixed some potential crashes
Yesterday
merge from waterwheel_deployable
Yesterday
fix label of new io info on item
Yesterday
Workbench level 2+3 loot panel assignment
Yesterday
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Yesterday
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Yesterday
fixed missing texture on tier 2 workbench
Yesterday
Add a workbench vitals prefab with the new setup, replace existing ones with it.
Yesterday
drag consistency fix - track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values - all tests now passing
Yesterday
Mannequin fbx update
Yesterday
Merge from vital_icons
Yesterday
merge from main
Yesterday
Ton of general workbench client/server compile fixes
Yesterday
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Yesterday
Merge from chainsaw_hotspot_gathering
Yesterday
Merge from main
Yesterday
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Yesterday
Fix server log when throwing items at trees and ore nodes
Yesterday
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Yesterday
Add a convar to gate the icon display behaviour.
Yesterday
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Yesterday
Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
Yesterday
merge from main
Yesterday
stripped back workbench 2, added new corpse
Yesterday
Cleanup
Yesterday
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
Yesterday
Update prefab MetalIceVest
Yesterday
IceMetalChestplate and IceMetalFacemask setup
Yesterday
updated workbench tier3
Yesterday
workbench tier 1 corpse update
Yesterday
WIP show icons of equipped upgrades in workbench vital panel
Yesterday
Bugfix: protect network group networkables access since it's lazy initted now Tests: opened deepsea on craggy, ran `deepsea.printentitycount`, flew around craggy and open waters, entered and left deep sea, killed scientists from far away
Yesterday
added test case to retest specific known-failing drag consistency tests - adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Undo of 147532 - Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
Yesterday
Merge: from main Will need to subtract some stuffs
Yesterday
Remove conflicting shader directory
Yesterday
Fix shader errors