125,944 Commits over 4,171 Days - 1.26cph!

Yesterday
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Yesterday
Cargoship path no longer goes around oil rigs
Yesterday
Fix sam sites not reloading after a period of inactivity - fixes SAM sites shooting <6 rockets before pausing to reload when an MLRS strike happens (or air vehicle but that's not as much of an issue) - will automatically reload after 45s of no target (convar `autoreloaddelay`) - rename Reload() -> LoadAmmo() because the reload code wasn't actually loading ammo
Yesterday
Update tooltip phrases, rename static 2 to semi-static Fix some options not getting darker on hover
Yesterday
Allow spacing to bet set closer to 0 for more customization freedom, like making small crosses Set opacity to 1 instead of 0.8 when dynamic
Yesterday
merge from modding_drone_tax -> main
Yesterday
fix rain button not displaying particles, added parameter to set initial rotation when loading objects into scene
Yesterday
Add `ent dronetax {Amount or Item Name}` to manually change drone tax for testing
Yesterday
merge from modding_drone_tax -> main
Yesterday
Reapply proto changes Only send delivery fee in network data, don't save to disk
Yesterday
Lightmaps & Flowmaps for Water shader
Yesterday
Cherrypick CS 113029
Yesterday
Make preview crosshair size more similar to the real crosshair, it was very slightly off before
Yesterday
Fixed warmup method not waiting before calling PostWarmupPage
Yesterday
Fixed a crash with cl_pdump Fixed an issue with HUDShouldDraw Alias dz_door to prop_door_rotating Added NPC:ConditionID (Opposite of NPC:ConditionName) Added NPC:IsUnforgettable and NPC:MoveGroundStep ClientsideModel sets collision group to DEBRIS Minor cleanups Fixed clientside prediction breaking hull traces against local player Prevent item_item_crate from spawning certain entities Made Entity:PhysicsInitBox/Sphere set solidity before the physics object * This improves behavior for those functions with ClientsideModel and is consistent with PhysicsInit() Added sequence events to util.GetModelInfo Events table in each of the Sequences tables, each having the following: * Cycle * Event - ID * Name * Type * Options Added effects.TracerSound Fixed clientside sounds not firing SWEP:FireAnimationEvent Fixed NPC.IsUnforgettable not returning anything Update DoD:S player model fallbacks Throw an engine error when trying to request invalid shader param Minor Hammer cleanups from CS:GO * No functional changes besides some nullptr checks Manually update player model fallback texture changes/deletions Fixed potential issues with Hammer (from CS:GO) * CTextureSystem::ReloadMaterialsUsingTexture optimization * Some entities such as info_ladder_dismount get proper colors from FGD * Disallow creating "Auto" visgroup manually Minor cleanups Minor VBSP/VRAD cleanups Hammer/VBSP support for 4 way displacement painting Implement particle picker for Hammer Fixed visual and undo bugs with CMapSweptPlayerHull (func_useableladder) TTT: Custom radio button support (Community Contribution) * Add custom T Radio sound support and extra default sounds Reduce healing sound count for TTT radio It can take up to 16 seconds, which feels like way too much. Reduced to 10 seconds. TTT: Russian and Turskish language updates (Community Contributions) TTT: Prevent the round start info box from stacking TTT: Fixed "Tried to create font 'X from a game font" warnings Remove mat_remoteshadercompile (does nothing) Fail build when VPK.EXE fails to run Improve .nav file error handling * L4D2 nav mesh files no longer hang on load Fix up some cryptic console messages * Applying a fix for L4D2 maps! * Node Graph out of Date. Rebuilding... (random numbers) Updated some map icons that had ugly water Increase hardcoded max update rate to 150 Fix `kickid` by SteamID64 not working on dedicated servers Minor cleanups Prevent crashes in engine tracing code Fixed render.SetShadowsDisabled calling the wrong function Improve handing of BSP model names for clientside entities Tries to set the model index so tracing code can work Lightmapped_4WayBlend shader
Yesterday
Fix settings preview crosshair staying visible when switching away from the settings tab, also stop it from updating when it doesn't have to
Yesterday
merge from modding_max_hp -> main
Yesterday
- fix ent commands sometimes showing "no command found" - modified setmaxhealth command to work with new maxHealthOverride - clamp maxHP after overriding it - fix compile errors
Yesterday
Code review: - Use ForceMode.VelocityChange - Scale by bike performance fraction - Max 10 bunnyhop multiplier force - Recalibrated bunnyhop force values during testing - Cleanup of old and new input state checks
Yesterday
merge from main -> modding_max_hp
Yesterday
Add `maxHealthOverride` to BaseCombatEntity so any entity can have their max HP overridden - setting it to anything >0 will cause MaxHP to be overridden on both server & client - check for maxHealthOverride in every MaxHealth() override - works for all entities (except nodes because they don't show their HP to client) Add `ent maxhp` command to allow setting max HP to a non-default value
Yesterday
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Yesterday
Halloween Wallpaper - Final textures, WIP Icon placeholder
Yesterday
Merge from main
Yesterday
Missed commiting .proto file for `fix_turret_interference_order` branch (filtered to .cs files)
Yesterday
Boat building station triggers setup. Cleanup.
Yesterday
merge from fix_turret_interference_order -> main
Yesterday
merge client_io_standalone_lines to naval_update
Yesterday
merge from naval_update
Yesterday
merge from main
Yesterday
Comment
Yesterday
Added new emission features to the Standard (Specular Setup) shader and fixed a null ref
Yesterday
Serialize list of interfering turrets during save so we can restore the same state after restart
Yesterday
Add toggle for DepthOfField in workshop scene, add tooltips to all control toggles
Yesterday
Regenerate manifest
Yesterday
Added a generic await WaitForWarmedUp method in UI_Page
Yesterday
Fixed a tmp nre caused by UI_Page text caching
Yesterday
Added comments in store warmup methods
Yesterday
Anim updates for smg and l96
Yesterday
Rejigged barge prefabs to centre pivot at origin, fixed transforms in scene. Vert painted barge surfaces on supplies, farm, food market.
Yesterday
Convert prefab ship wires to new client IO wires, disable ship wires on the server in every variant.
Yesterday
Hooked up the custom emission mask UV tiling and offset and made the emission scroll velocity only show the X and Y fields
Yesterday
added some mannequin prefab variants for poses
Yesterday
merge from workshop_colourpicker -> main
Yesterday
fix compiler errors
Yesterday
centered pivot of security barge and refactored prefab hierarchy. Merged the prison sub prefab into the sec barge prefab as it was a bit redundant
Yesterday
Can attach boat AI to an existing RHIB Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
Yesterday
Added optional blinking and scrolling features for emission on the standard shader