137,932 Commits over 4,474 Days - 1.28cph!

2 Days Ago
Trying new impact detection method out
2 Days Ago
Add debug drawing for impact
2 Days Ago
Prevented the night light volume component from being null in a build
2 Days Ago
Submitting alien costume with new mat names
2 Days Ago
merge from main
2 Days Ago
Removed old EngineUI prefab
2 Days Ago
Yeeted and moved more stuff
2 Days Ago
Clean: move IsNoClipping code to unit tests Tests: compiles
2 Days Ago
Moved the supermarket freezer in a more logical position, more space all around. Supermarket S2P
3 Days Ago
Removed old console code and prefabs
3 Days Ago
First pass on cow prefab Basic FSM with idle and roam
3 Days Ago
Merge from main
3 Days Ago
Added debug.emptytankermodule and debug.filltankermodule commands
3 Days Ago
Added some help to the water catcher panel
3 Days Ago
Adjusted unlock behaviour for crude to only allow removal while the tanker is on a car lift
3 Days Ago
Fixed an infinite GUILayout issue when inspecting modular vehicles Crude oil pump now requires powergrid to be active (level 1 for now) Adjusted rates, spawn less per tick but much faster ticks
3 Days Ago
Obfuscation fix
3 Days Ago
Created a new GenericMountableAnimationSubSystem Designed for mountables that just use a single clip (ie. most of them) Plays a given clip on a loop and swaps avatar mask to lower body only when a player equips an item Updated chair_animtest to demo behaviour
3 Days Ago
main -> game_room_dlc
3 Days Ago
Compile fix
3 Days Ago
Merge from satellite_crash, fixing static control computer not being mountable at launch site.
3 Days Ago
Merge from playermaintainedmonuments
3 Days Ago
Remove logging now.
3 Days Ago
Increase movement speed
3 Days Ago
Merge from monument_cc_logging
3 Days Ago
Remove control seeat from launch site s2p
3 Days Ago
Revert rolling changes Reduce stop threshold
3 Days Ago
Add the control chair to the control computer prefab itself
3 Days Ago
- Clean out a bunch of overly complex equidistant test code - Setup world spline with the correct values to ensure equdistance without a seperated method
3 Days Ago
Fix mount anchor visibillity. Fix insanely large bounds after prefab/art changes.
3 Days Ago
Merge from apartment_complex_monument
3 Days Ago
S2P apartment complex
3 Days Ago
Harsher pausing
3 Days Ago
Logging to figure out mount issue with control computer at monument
3 Days Ago
Missed files
3 Days Ago
Split pool table into client + server files to cut down on the bloat
3 Days Ago
Fix a ton of movement lag issues
3 Days Ago
Add monumentblocker_barrels_100x450.entity and its related gibs and settings
3 Days Ago
SatellitControlComputer.static.entity fixes and remove old disabled art
3 Days Ago
Merge from paintball_fixes
3 Days Ago
Fix paintball overalls always appearing white in third person Fixes for paintball gun entity not always having the correct visual state in third person
3 Days Ago
refactor watertreatmentplant gearbox to be one entity instead of a gearbox+wheelswitch - some duplicated code with the WheelSwitch but cleaner and removes bad coupling on standard fuseboxes - it fixes most issues and removes all the jank flag-based entity toggling stuff
3 Days Ago
Halloween costume fixes
3 Days Ago
Whitebox progress / more work on the collapsed tunnel
3 Days Ago
sound.Add throws errors when given no "name" or "sound" fields Fix normals on Crossbow and GravGun Lod 1 Move Black Mesa Deathmatch maps into Black Mesa category + icons Fixed some Black Mesa map sounds not playing Merged Pull Requests + Cleanups * Entity.BeingLookedAtByLocalPlayer optimizations * Reset stale gamemode details on server list refresh Revert stripping player weapons on Sandbox spawn * This breaks existing addons Remove the Ragdoll Low Violence manager * Removes `g_ragdoll_lvfadespeed` * Because we don't have the low violence system enabled/exposed, it is always forced off for multiplayer anyway, so don't keep asking the system to get the same answer every time. * What the system was intended to do is just fadeout ragdolls faster. That's it. Update config_default.cfg to set convars to their defaults * mp_decals and sensitivity. Were set to 2x their default, now set to the actual default.
3 Days Ago
Preserve order of cliff prefab operations. Run a pre-cliff baseline on the real procgen pipeline to get the state of terrain before cliffs are placed for accurate runtime recalculations. Don't move the camera when recalculating terrain
3 Days Ago
Whitebox progress Added NPC dwelling component for testing room randomization
3 Days Ago
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3 Days Ago
Update: ensure PlayerPos/LocalPos/Rot/... caches are initialized to accurate values when player connects Tests: none, trivial change