140,724 Commits over 4,352 Days - 1.35cph!

Today
ElectricWaterWheel compile fix
Today
set rustige egg gems to be opaque
Today
Bugfix(tests): fix missing InvokeHandler in GamePhysicsTests Tests: ran GamePhysicsTests unit tests, now all pass
Today
Added shutters for rentable kiosk B. Tidied up prefab (removed missing refs etc).
Today
Merge from main
Today
merge from main
Today
merge from new_console-ui
Today
Tweaked shared convar colors again
Today
merge from waterwheel_deployable
Today
merge from new_console-ui
Today
Fixed inputfield culling issues after entering long strings
Today
Console command list is now a UI_Window, some refactoring and cleanup
Today
Added a fourth row to the hud components panel in the tools tabs
Today
Fix LOD extents validation, causing rendering issues.
Today
Changed color for shared convars
Today
Fixed additional space for commands with no default value to show Show [?] instead of nothing if the value is set by the server
Today
Changed deepsea.enabled logs to normal logs
Today
Console set its text size on init [truncated] shows in yellow
Today
Switch to BigEndian, fixes static AAC is working!
Today
Refactor the ShoutcastStreamer to support different underlying codecs, load the appropriate decoder for each stream MP3 is up and running (already works), AAC is implemented but not quite working yet Very experimental
Today
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Today
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Today
Fix craggy Revert terrainHeights native array change Init HeightTexture with mipcount 0 Adjust terrain cell border check
Today
merge from main/waterwheel_deployable/waterwheel_sounds
Today
Today
merge from main/waterwheel_deployable
Today
water wheel sound implementation polish add water movement loop and wheel movement accents
Today
Merge from child_dynamic_lods
Today
Manually call SetEntityAndChildrenDynamic on TrainCar to catch any LOD renderers that haven't been marked Dynamic Fixes some disappearing candles and junk in the caboose carriage and should be more future proof than just modifying the affected renderers one by one Applied to NexusFerry as well as it had the same issue on the static boxes
Today
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Today
merge from main
Today
merge from render_pipeline_testing
Today
fix error spam and water going invisible from water body mesh being null
Today
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Today
Remove unintentional change that breaks Linux/macOs builds
Today
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Merge from main, lots of conflicts All merged successfully except for syringe, used the version from main as that was recently updated PlayerAnimation controller merged automatically, will need verifying
Today
Change navmesh.GetNavAreaCount data source * Fixes its return value not matching getAllNavAreas return count Fixed a crash with trigger_tonemap & some other issues * Also fixed `trigger_weapon_strip` preventing weapon pickup indefinitely if removed while player is inside the field Updated FGD files * func_useableladder origin KV is now defined (since its auto generated) Try to fix trigger_playermovement sticking when removed with a player in Simplify how we get Steam APIs * The new SteamAPI versions do not have the "api context" stuff anyway. * Deletes IGet::SteamRemoteStorage, SteamApps, SteamScreenshots, SteamUser, SteamFriends, SteamGameServer, ResetSteamAPIs Fixed another NPE crash with HLTV Fix some prediction errors with HL1 weapons * These weapons take too much effort Minor weapon prediction fixes * SLAM fixes * Minor Gravity Gun prediction fix (for holding right click)
Today
Added swimming sound events
Today
Added locomotion footstep sound events
Yesterday
merge from main -> deep_sea_sleeping_bag
Yesterday
Bugfix(tests): ProjectileTests now pass - Skip god mode overlay setting for local player in tests - explicitly enable main shield collider after spawning Tests: ran ProjectileTests unit tests
Yesterday
Bunny ears and onesie show in conveyor filters
Yesterday
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Yesterday
Scale down waterwheel 80% to fit in 1x1
Yesterday
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Yesterday
merge from main
Yesterday
Remove mounted check
Yesterday
fix scale not working on prefab deploy guides