136,095 Commits over 4,293 Days - 1.32cph!

10 Minutes Ago
fix large ornate frame easel socket again
19 Minutes Ago
Improve scientists undergeared player evaluation
20 Minutes Ago
Removed IO hover text for signage, which has no IO connections
24 Minutes Ago
Fix front pt boat turret having really high sensitivity and being hard to aim
27 Minutes Ago
Initial bandaid fix for npc recklessly rushing players with prim weapons
39 Minutes Ago
naval_update -> naval_update/boat_steering_creaks
43 Minutes Ago
naval_update -> naval_update/boat_steering_creaks
51 Minutes Ago
Disable nav agent when scientists are sleeping, add editor only ai.showSleep command
1 Hour Ago
Paintball Gun - removed refraction material from 3p models, now only in 1p
1 Hour Ago
shutter frame network range fix
1 Hour Ago
Fix some addons erroring out due to DImage changes Fix branch difference compile errors (mksheet)
1 Hour Ago
Fix incorrect guide mesh for boat walls
1 Hour Ago
Fixing more broken files
1 Hour Ago
Merge from main
1 Hour Ago
Adding rigged salvaged hammer viewmodel mesh
1 Hour Ago
Attempt to unbork the naval merge subtraction
1 Hour Ago
DPV anim updates to fix root issues
1 Hour Ago
merge from naval_update
1 Hour Ago
Fix for BBS loading
1 Hour Ago
Merge from PT_Artfix
1 Hour Ago
Fix for radar rotation and corrected broken paint tint.
1 Hour Ago
Added a blit texture specifically for transparent refraction on view model objects
1 Hour Ago
Merge from naval_update
1 Hour Ago
disabled "lockable" on frames
1 Hour Ago
Fix client compile error
1 Hour Ago
Improve the way scientists search after losing sight of their target, todo fix scientists peeking too often instead of staying put
1 Hour Ago
Subtract 141960 fix_npc_flanking
2 Hours Ago
Merge from main
2 Hours Ago
Merge from artist_pack_dlc
2 Hours Ago
Update some damage protection properties for paintball damage type Similar to the water gun the server already sets damage to 0 if we're not hitting the right kind of entity, but made sense to update these anyway These damage protection properties also had not been configured correctly for bee stings and water
2 Hours Ago
Updating skinning for egg suit
2 Hours Ago
Merge from naval_update
3 Hours Ago
Ship mksheet.exe (for particle sprite sheets) saverestore uses ErrorNoHaltWithStack not Msg * Also fixed a Lua error due to missing ErrorNoHaltWithStack Merge Pull Requests * Apply name filter to post refresh server list updates * Fixed Lua errors when manually running internal concommands dupe/save_publish Fixed an exploit that allowed spamming player_pickup on the server * For now, we block any new pick up attempts if we have a prop already picked up. Replace barney's face on EP1 maps Dynamic resupply changes * Use GetMaxArmor instead of hardcoded 100 * Use "canon" values for max ammo of each ammo type (instead of 9999), so it spawns more useful ammo types instead of shotgun ammo all the time Fix Combine Soldiers using rifle walk/run anims with shotguns Disable more Low Violence code that checked the registry * It was already basically unused, so it won't confuse me in the future by being still compiled Add description and min/max to engine_no_focus_sleep Added EnableSpotlight Input to npc_cscanner PR: Fixed an accidental global var in DModelPanel Fixed models with matproxies flip flopping render groups (static props) Faceposer fixes * Does not try to access flex controllers above 96 (since no convars anyway, and no networking) * Fixed faceposer setting invalid flex value ranges (from MIN to MAX of the flex which is incorrect, to from 0 to 1 which is correct) Potential fix for player model faces (alyx/gman) in multiplayer Remove HUD Hint related code from base weapon Update Rebel texture sheets to fix a small issue on the gloves
2 Hours Ago
Merge from client_parenting_callback_fix
2 Hours Ago
outbreak scientist npc player v4 rig anims exported
3 Hours Ago
Merge from bbs_player_limit
3 Hours Ago
scientist_boats_gameplay_pass_4 -> main
3 Hours Ago
- Buff PT Boat loot - Buff RHIB Loot
3 Hours Ago
Finger poser UI flips controls for right hand Put the i in Dynamite Rework Finger poser a bit * Do not use hardcoded lists of bones, add a new list library list so addons can add support for custom models easily. * Deduplicate some code * Improve support for Zeno Clash 1 models Localize "Loading..." labels in Steam Workshop browsers * Also made it more consistent between all content types Merged PR: Localize some more UI texts Fix a very spammy warning on Linux Localize Favorites map category in main menu * Also fix localization of Other maps category Localize server outdated tag * Also fix translation module adding trailing space to every single output string Minor cleanups * Removing some unused VGUI code that I came across Duplicator uses icons instead of text for workshop status Fix a regression with func_tracktrain * It a portal2/csgo change, weirdly Minor cleanups Duplicator tool changes * Improve rendering of the dupe bounds when intersecting with world * Improve dupe spawn position calculation to avoid spawning in walls * Show selected dupe name/icon in context menu Final finger poser mod support updates Fixed more crashes and many potential crashes to do with models
3 Hours Ago
snowmobile, zipline and paddling anim updates
3 Hours Ago
Swap PTBoat loot door to a regular dry box
3 Hours Ago
- Wrap setup effect in try/catch - guard against transform parent being null
3 Hours Ago
hideifaiming_nre_fix -> main
4 Hours Ago
work in progress on block prefabs - bespoke collisions
4 Hours Ago
head_animation_debug_command -> main
4 Hours Ago
Added buttons for switching between each shadow preset on the editor window to make it easier to test
4 Hours Ago
Added exit time transitions to head animations incase the lack of exit time or condition is stopping the transition on build
4 Hours Ago
merge from main
4 Hours Ago
Add a command to debug cannon/ptboat head animations not working
4 Hours Ago
Adding player skin component to overalls