138,148 Commits over 4,324 Days - 1.33cph!

Rin
7 Days Ago
Attempt to fix startup NRE
7 Days Ago
Sucessfully cleaned and removed PlayerRigUpdate2 from hackweek_golf
7 Days Ago
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7 Days Ago
Cherrypick from range 142973 -> 143247
7 Days Ago
Cherrypick 142957
7 Days Ago
Cherrypick 142943
7 Days Ago
Cherrypick 142938
Rin
7 Days Ago
Merge from LNY26
Rin
7 Days Ago
Fixed Horse Mask world model outlines
8 Days Ago
Scene fix.
8 Days Ago
8 Days Ago
Various stuff. Splat backup.
9 Days Ago
Test for io arrow having a direction and handle name not being empty Finds 5 items with missing io arrows
9 Days Ago
Some optims on CollectInventory, needs more work later
9 Days Ago
Improved copy paste behaviour Cleanup
9 Days Ago
Optims: notify the computer when the data network changed and needs to be repolled, instead of polling every tick
9 Days Ago
Maintaining control of the flag awards clan score Flag shows the clan logo on it when being controlled by a clan
10 Days Ago
Booleans are using toggles instead of input fields Added debug convar, prints each node and connection state Cleanup and optims
10 Days Ago
Try to fix MacOS build error
10 Days Ago
Delete networked m_iPlayerSoundType and related stuff * Removed a bunch of HL2MP_Player methods that were unused or overwritten Delete unused networked value m_szLastPlaceName Deletes CBasePlayer::GetLastKnownPlaceName Remove unused CBasePlayer.m_fOnTarget networked property Removes CBasePlayer.ResetAutoaim, GetAutoaimScore, AutoaimDeflection, IsOnTarget Removes CBaseCombatWeapon::GetSpriteAutoaim, GetSpriteZoomedAutoaim Removes unused autoaim_max_deflect convar Delete CBasePlayer.m_szAnimExtension (unused) Deletes C_BasePlayer::SetAnimation, m_flPhysics, m_szAnimExtension, SetAnimationExtension Deletes hud_autoaim.cpp Deletes CBasePlayer.m_szAnimExtension, SetAnimation, SetAnimationExtension, SetWeaponAnimType, m_szAnimExtension Deletes CBaseCombatWeapon::GetAnimPrefix, last argument of CBaseCombatWeapon::DefaultDeploy More cleanups * Removed ent_autoaim concommand * View model vgui screens stuff * Remove CBaseCombatWeapon::GetBulletType, CBaseCombatWeapon::GetControlPanelInfo, CBaseCombatWeapon::GetControlPanelClassName, GetMaxAutoAimDeflection, WeaponAutoAimScale, ShouldShowControlPanels, IsInBadPosition, RepositionWeapon * Remvoed CBaseViewModel.SpawnControlPanels, DestroyControlPanels, SetControlPanelsActive, ShowControlPanells, m_sAnimationPrefix, m_hScreens Remove some unused NPC networking stuff Removes CAI_BaseNPC.StartPingEffect, m_flTimePingEffect, m_iSpeedModSpeed, m_iSpeedModRadius, m_bSpeedModActive ActivateSpeedModifier, DisableSpeedModifier, SetSpeedModRadius, SetSpeedModSpeed hammer inputs are removed. They never worked because the some client code for it is never compiled in any Source game.
10 Days Ago
Fix sorting order of base building blocks
10 Days Ago
Fix window blueprint skin assignment
10 Days Ago
Add blueprint skins for half wall, triangle foundation and triangle floor
10 Days Ago
Add skins to the respective source prefabs
10 Days Ago
Fix NPE client crash when game.Get3DSkyboxInfo is ran too soon Remove FCVAR_REPLICATED from hud_deathnotice_time * It's a clientside convar, the flag has no effect. Fix color mismatch between cl_ and sv_ showhitboxes cl_showhitboxes 2 to show ONLY player hitboxes
10 Days Ago
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10 Days Ago
Start on IO prefab tests Checking relevant prefabs for inputs/outputs/main power slot Checking handles are not too far from any collider
10 Days Ago
missing connection in tech tree, swapped some items around based on scrap cost
10 Days Ago
prefab setup (wip) for the uzi
10 Days Ago
Fix trailer having no wheel friction
10 Days Ago
Changed fillContainer to a raycast instead of a radius check so it'll fill whatever container you're looking at. Added a new command called fillContainerInRadius which does what fillContainer previously did.
10 Days Ago
Hooked up the missing path on utility tree, fixed MQ and HQ car parts being default BPs
10 Days Ago
V1 reorganising engineering tech tree contents. Removed low quality car parts from tech tree, now default BPs.
10 Days Ago
Bugfix: fix 21 incorrect calls to Pool.Free instead of Dispose Tests: compiled all modes in editor, built standalone C and S
10 Days Ago
Update: PoolAnalyzer - added detections for IProto.Dispose not being called and calling Pool.FreeUnsafe instead of Pool.Free - debug binary build from b189abf6 (moved to new repo) Reported a bunch of warnings, going through them separately Tests: unit tests + started unity
10 Days Ago
Biome stuff backup
10 Days Ago
merge from main
10 Days Ago
use standard shadowmaps to prevent leaking
10 Days Ago
merge from main -> hackweek_trailers
10 Days Ago
Hackweek: set limitNetworking when spawning blueprint building block so it doesn't flicker - changed limitNetworking: review later
10 Days Ago
Add skins to source prefabs
10 Days Ago
Add blueprint skin variantsfor wall. door frame, window & square floor
10 Days Ago
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10 Days Ago
Fixed some bugs with the default inputs and invoke method node
10 Days Ago
apartment complex greybox - polishing demolished side a bit some layout adjustments to fit newer greyboxed buildings
10 Days Ago
Added coiled model for the hose tool world model prefab
10 Days Ago
Test for verifying deployables that are placeable on boats have only convex colliders All pass as expected
10 Days Ago
Apartment complex b greybox update
10 Days Ago
Simplify prefab pre processing error (to get more info on this build issue)
10 Days Ago
When PrefabPreProcess fails on an object - attempt to dump its name Try and get the path in a try/catch block so it doesnt NRE and stop the build