192,721 Commits over 4,049 Days - 1.98cph!

34 Days Ago
Add a bit of randomness to the starting rotation on client only (doesnt affect the hit box)
34 Days Ago
Add support for sleeping bags corpses to be destroyed after a player spawns on them
34 Days Ago
More realistic boomerang rotation! What boomerang only rotates on one axis anyway?
34 Days Ago
Half boomerang outwards travel distance
34 Days Ago
Merge from snakes
34 Days Ago
Merge from jungle_update
34 Days Ago
Merge from corpse
34 Days Ago
Minor cleanups Fixed HLMV.exe not running in win64/ Include Episode 2 Zombie Torso Apparently ep2_outland_01 complains about the model being different Include Episode 2 version of water_riverbed01 I have been assured the Episode 1 version is not used in Episode 1. Fix prop_ragdoll.StartRagdollBoogie map input param type
34 Days Ago
Minor cleanups Fixed HLMV.exe not running in win64/ Include Episode 2 Zombie Torso Apparently ep2_outland_01 complains about the model being different Include Episode 2 version of water_riverbed01 I have been assured the Episode 1 version is not used in Episode 1. Fix prop_ragdoll.StartRagdollBoogie map input param type
34 Days Ago
Fix prop_ragdoll.StartRagdollBoogie map input param type
34 Days Ago
Set viewmodel loaded anim param
34 Days Ago
Minor cleanups Fixed HLMV.exe not running in win64/ Include Episode 2 Zombie Torso Apparently ep2_outland_01 complains about the model being different Include Episode 2 version of water_riverbed01 I have been assured the Episode 1 version is not used in Episode 1.
34 Days Ago
Added support for fog and snow machines
34 Days Ago
some aggressive optimizations to vectorize better, mostly switching out repeated inline coordinate->index operations with single int2x4 operation - makes a difference with the loop count we're looking at
34 Days Ago
Added snake to hunting trophy (large)
34 Days Ago
Merge from env_volume_performance_testing
34 Days Ago
Fixed a bug that caused the deferred indirect lighting pass to not run
34 Days Ago
Snake ragdoll setup
34 Days Ago
Merge from snakes
34 Days Ago
Slightly increase snake slow duration
34 Days Ago
Baseball Cap - Added new baked AO texture and also turned it into the gloss channel for the existing spec texture
34 Days Ago
Large Wood Box - Added an interior mesh to the box, with normals pointing inwards, and a new UV shell in a spare space to allow for much improved transparency support on this asset, giving workshop creators a lot more freedom Updated all textures to support the new UV shell, the rest remains unchanged (Not really necessary since it wont be seen on the default skin, but might be useful to creators that don't export the model to find the new UV)
34 Days Ago
▊▋▆▇▅▅▊
34 Days Ago
fixed material setup on security gate
34 Days Ago
▉▅▌▍▆█▋▌▍▅▍▄▅▋▍▊ ▆▊█▍ ▉▊▇▅▄▊ ▆▍▆▉▍▉▅▅█▆▊ ▊▇▌▊▌▍▌ ▊▉▄▌ ▉▊▅▉▊ (▉▇▍▌▊▍▉▆▌▊█)
34 Days Ago
▄▍▅▋▌▉▆▇▌▋▆▆█ ▆▆▄▌▄█
34 Days Ago
▉▊█▉▇▊▌▌▋███▋▊ ▉▇ ███▅▆▅ ▍█▌▇ (█▊▊▍▅▄▇▅▋▅▄)
34 Days Ago
added effects game object in prefab copied similar lights from duo sub and tweaked values
34 Days Ago
cant save thrown boomerang
34 Days Ago
- Retain Boomerang on hit (lodge it like other projectiles) - Scrap bunch of left over hatchet stuff on world model - Setup semi decent LOD values - Standardise both thrown and world model settings
34 Days Ago
Rover Sub LODs, Col, and GIBs materials and textures setup propellers individually to be controlled via code
34 Days Ago
Updated hide pants and hide shirt material dirt layer
34 Days Ago
Added spec/gloss texture to hide pants and hide shirt, plugged existing AO texture in and tweaked material to use it
34 Days Ago
Boomerang wm fix
34 Days Ago
Refreshed LODs with the new lod baking tool, a first pass
34 Days Ago
Update: adding throw away tests to investigate how I cuased a native crash yesterday So far everything points to BasePlayer being removed after we cache all transforms for the burst jobs and before the first RecacheTransform invoke, but I haven't tracked where it's coming from. Tests: ran the hacky unit test
34 Days Ago
Merge from env_volume_performance_testing
34 Days Ago
Removed the additional flags buffer from the deferred indirect lighting implementation as the data is now packed into the emission target's alpha channel instead. This should hopefully fix the performance issues with the deferred indirect lighting.
34 Days Ago
▆█▊▉▄ █▉▋▄ ▆▅▉▅█▋_▊▉▋▄_▋█▊▊▉█_▇█▄▋▊▄▇_▋▋▌
34 Days Ago
▅▍-▆▅▅▊▊ ▋▋▉▊▍▋▇ ▇▇▊▉▍▍ ▅▆▆▍▆▅▋ ▋▆▄▆ ▋▍▋
34 Days Ago
Animation updates for boomerang viewmodel content
34 Days Ago
Desal tanks texture update
34 Days Ago
Desal tank LODS and prefab update.
34 Days Ago
Fixed bug causing has thrown not to be reset properly (clientside)
34 Days Ago
merge from banners
34 Days Ago
Double max placement distance for wall mounted hanging banner, no need to build annoying scaffolding for placement - https://files.facepunch.com/Alistair/121/03/2025/4p71/Unity_YR5BwCX2Mx.png Pole banner max placement increased Pole banner can now be rotated before placement Pole banner can now be placed on construction
34 Days Ago
Route catch through RPC rather than flags to reduce the back and forth
34 Days Ago
security gate bug fixes
34 Days Ago
merge from main
34 Days Ago
Fixed hammer model scale preview scaling bones multiple times Unhide sv_hl2mp_weapon/item_respawn_time Also made mp_weaponstay work for map spawned entities Added prop_disable_distance_fade to console switches Also made cheat convars be disabled if sv_cheats=0 HTTP calls the fail function with -disablehttp Fixed ep2 props overriding hl2 content unintentionally Updated a bunch of HL2 map icons To better represent the areas on them/be more recognizable and less dark Touch up episodic icons as well Added missing TF2 map icons console quick switch adjustments Having cheat cvars be disabled is annoying, since they still work in singleplayer Also just remove prop_disable_distance_fade from this, as I don't feel like it belongs Fixed infinite loop with removing world decals Remove cl_customsounds