141,372 Commits over 4,383 Days - 1.34cph!

21 Minutes Ago
Prevent NPEs in FireBullets Some RenderData nullptr checks Minor change for FlashlightState_t mem layout Unfix door_03_slotted_left.mdl skins Invert Green channel on citizen sleeve c_model normal Discard certain saverestore types * CSoundPatch, CTakeDamageInfo, CEffectData will no longer throw errors
30 Minutes Ago
Split dump commands into parts (adding, no change to original) - Animators - Entities - LODGroups - Network - Physics - Root Objects (all gameobjects all scenes) - Warmup - System info
51 Minutes Ago
Merge from prototype
56 Minutes Ago
//Todo
1 Hour Ago
More workbench UI work for prototype upgrade
1 Hour Ago
Replace temporary firing animation with the mortar attack animation, implement handle rotation, fix low/high sweep transitions not fully crossfading. Change mortar yaw transform to not rotate the whole mortar with it, fix all the bugs involved. (mount/look rotation)
1 Hour Ago
Deployable test for containers missing inventory open & close sounds Flags the new tin can alarm
2 Hours Ago
fix CCTVRemoteCamera missing vclouds and vfog components
3 Hours Ago
Minor cleanups * Send/RecvPropInt => Sent/RecvPropBool where appropriate for players Reduce network bits of various net props * These have unnecessarily large (32bit) networked properties, so we reduce them to only as large as needed * CBaseCombatCharacter, CColorCorrectionVolume, CEnvProjectedTexture, CEnvScreenEffect, CFish, CTEBaseBeam, CTEExplosion, CTEMuzzleFlash * SLAM, Pistol, Gravity Gun, HL2 Machine Guns, Grenade, CBaseCombatWeapon, CPhysGunBeam * HLS shotty, satchel, hornet gun, gauss gun * CNPC_Puppet, CHL2PlayerLocalData, CPropAirboat, CNPC_Portal_FloorTurret, CNPC_RocketTurret, SmokeTrail, RocketTrail, CSteamJet, CBaseToggle, CCollisionProperty, CGMODRules Delete TE_Impact (seems unused?) Removing unused stuff * Removed UTIL_MuzzleFlash (unused) * Removed CWorld.m_flWaveHeight, m_bColdWorld (networked, unused) * Removed CBaseDoor.m_flWaveHeight (networked, unused) Network m_bLocked for prop doors to clients Network m_bLocked for vehicles and prisoner pod to clients Network prop door m_eDoorState to clients * For mods to do with as they please
3 Hours Ago
Blend between low/high sweep animations on mortar when aiming/up down to make hand IK not look crazy.
3 Hours Ago
Add a way to use multiple animation handles with the player model.
3 Hours Ago
fix default rotation of pumpkin in painting menu
3 Hours Ago
tighten up waterwheel dismount positions
4 Hours Ago
Initial setup for new vending machine admin ui
4 Hours Ago
Missing files
4 Hours Ago
update phrases - fix overfished message - waterflow message - lootinsafezone msg
4 Hours Ago
Bleed fix.
4 Hours Ago
More monument scene lighting fixes for updated assets.
5 Hours Ago
Merge from main
5 Hours Ago
exported latest bowless crossbow viewmodel anims
5 Hours Ago
Renamed neon sign textures to new conventions. Added open and closed cateogories in kiosk hierarchies in Kiosk A - F
5 Hours Ago
Scientist Santa restored in the santa sleigh
5 Hours Ago
Restore path highlighting
5 Hours Ago
Start making conversation for apartment vendor NPC
5 Hours Ago
Code gen
5 Hours Ago
merge from mortar
5 Hours Ago
Mortar anim updates
5 Hours Ago
Seperate upgrade path logic for prototype/regular
5 Hours Ago
Comitting some mitting metas
5 Hours Ago
More neon sign work - new art, LOD0s only so far, some texture adjustments
5 Hours Ago
More UI
5 Hours Ago
move "inventory full" toast behind the inventory UI, blocks too much
5 Hours Ago
replaced door meshes with door prefabs on kiosks
6 Hours Ago
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
6 Hours Ago
Bugfix: ensure players are detected on the border of the network cell - expanded unit tests to cover these cases Tests: ran unit tests
6 Hours Ago
update apartment_complex_monument/prototype
6 Hours Ago
Buncha fixes.
6 Hours Ago
Fix a test fixture convar
Today
apartment doors lods, collision and static prefabs
Today
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
Today
More UI setup
Today
Merge: from main
Today
Bugfix: fix HasConnectionsClose & GetCloseConnections missing players in medium and large ranges - also add a unit test to validate Connections overload Tests: ran unit tests
Today
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Today
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
Today
Revert some UI changes/behaviour. Add separate prototype panel to techtree. Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
Today
merge from main
Today
Set new pitch clamps to match animations (30-60deg), update IK hand targets
Today
Bugfix(tests): adjust player spawn distance for TestNetworkRange.OutsideRange cases They can land on a boundary, making it more difficult to reason when working across small/medium/large layers Tests: ran the tests, same results
Today
Bugfix(tests): expand TestServer's network grid from 1k to 2k Previously it was too easy to accidentally setup an out-of-bounds scenario, leading to confusing test failures Tests: ran related tests, discovered couple tests are failing (unrelated to this change)