142,181 Commits over 4,383 Days - 1.35cph!

3 Days Ago
merge from fix_itemcontainer_take_leak -> main
3 Days Ago
Industrial Large Furnace - updated model, textures Updated manifest and localization
3 Days Ago
Add crossfade to mortar pose, fix animation handles not being released, fix animation handles not applying autoplay properly.
3 Days Ago
Industrial Autoturret - Updated textures, reran skin lists, renamed textures to new convention
3 Days Ago
Fix smoke grenade manager returns driving me crazy
3 Days Ago
transformchanged_cleanup -> main
3 Days Ago
Support food on corpses again
3 Days Ago
Save a few pennies in SmokeGrenadeManager::Move
3 Days Ago
main -> vendingmachine_ui_refresh
3 Days Ago
transformchanged_cleanup -> main
3 Days Ago
Space
3 Days Ago
- Only check if food in transform changed override for dropped entity - Only check if smoke in transform changed override for smoke grenades
3 Days Ago
Lower mortar deploy angle check to only allow placement on flat ground
3 Days Ago
Salvaged Icepick inventory sounds and weapon audio polish
3 Days Ago
Add mortar deployment guide prefab
3 Days Ago
merge from mortar_prototype
3 Days Ago
Fix mortar deployment NRE, fix socket mods using the wrong layers
3 Days Ago
Cleanup transform changed: - Only do checks on positional network update - Only do smoke grenade checks for smoke grenades
3 Days Ago
edited player animator controller so the3p jog backwards anim works correctly and set the walk animations speeds to 1 from 1.5 after exporting edited 3p walking animations to play at that speed correctly
3 Days Ago
- Deselect support - Format changes
3 Days Ago
- Lil pop anim when the search opens up - Dont create a tooltip if text field is empty - Add icon and placeholder text colouring support to input fields
3 Days Ago
added a little low wall to the penthouse greybox separating kitchen/living
3 Days Ago
removed collision from broken glass decal as it causes issues walking over moved some mesh decals up in radtown, radtown S2P
3 Days Ago
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3 Days Ago
this probably fixes it
3 Days Ago
Merge from workbench_upgrades
3 Days Ago
industrial electric furnace - reduced AO to 512
3 Days Ago
io workbench visual point setup
3 Days Ago
industrial electric furnace - game model - updated prefabs - Added stand in textures - Setup IO on off states in prefab - Added off and glass material
3 Days Ago
Some setup on io.table.deployed
3 Days Ago
industrial electric furnace - rename material to on state
3 Days Ago
Fix bad merge
3 Days Ago
main -> vendingmachine_ui_refresh
3 Days Ago
server_browser_row_fix -> main
3 Days Ago
Fix server browser only showing 4 entries until you scroll or change the page
3 Days Ago
Removed example charms from accessory manager
3 Days Ago
Fixed broken materials in backpacks and parental advisory charms Re-cached viewmodel textures, fixing the NRE Resized backpack texture sizes
3 Days Ago
Prefabbed up Kiosk E parts. Kiosk E LODs, collision, prefab setup, plus shutter LODs and setup.
3 Days Ago
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3 Days Ago
brought length relaxation back up to 1, mistakenly tweaked and caused small clipping
3 Days Ago
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3 Days Ago
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3 Days Ago
Merge: from unitask_reliable_taskpool - Optim: UniTask internal pooling now reliably caches items Tests: unit and perf tests, ran around Craggy with Jobs 3
3 Days Ago
Optim: ensure UniTask.TaskPool reliably caches items - copied from repo at 88737fb5 Original version was written in wait-free fashion which permitted only 1 participant while failing others. Rewritten to be lock-free, which allows to guarantee pooling Tests: ran unit and perf tests. stuck breakpoints to confirm that repeated perf test invocation didn't have allocations. ran around craggy with jobs 3
3 Days Ago
fixed draw distances on new static door prefabs and layer to world collisions for the apartment complex building
3 Days Ago
Minor changes to entity classes Deletes C_BaseAnimating.m_bNoModelParticles (unused) Makes C_BaseEntity::m_fEffects, m_nRenderMode and m_nOldRenderMode private Removed C_BaseAnimating.SaveRagdollInfo, RetrieveRagdollInfo, m_bStoreRagdollInfo Moved some private/protected members around a bit (C_BaseEntity, C_BaseAnimating) Minor changes & cleanups * CBaseServerVehicle, CPropVehicleDriveable, CBaseAnimating rearranged some fields * CBasePlayer - rearranged some private fields * CHL2_Player - deleted UpdateLocatorPosition, SetLocatorTargetEntity, m_vecMissPositions, m_nNumMissPositions, m_AutoaimTimer, m_hLockedAutoAimEntity, m_hLocatorTargetEntity, m_flTimeNextLadderHint, DisplayLadderHudHint * CLogicPlayerProxy - removed defunct SetLocatorTargetEntity input * Restored mega grav gun armor reduction with hl2_episodic 1 Make "Unable to load module" give a reason in Windows More player and localplayerdata field reordering More field reshuffling * Deletes Panek::m_nHorizontalGradient, m_nVerticalGradient, m_nHorizontalGradientR, m_nVerticalGradientR (unused fields) Added ProjectedTexture:Get/SetSkipShadowUpdates Prevent invalid data in spawnmenu lists breaking search * Such as erroneously setting a weapon entry to a string or something Restore airboat speedometer thing Make "ProcessServerInfo failed" kick show a popup Update dxsuppor.cfg with some changes from HL2 cl_detaildist to 4096 high model & water detail for unknown cards Fixed r_rootlod with high numbers crashing the game Update default detailsprite material * Remove alpha testing and fix alpha fading of the detail sprites (rather than on/off "fading") Add missing CS:S painting textures Fixed $treeswaystatic not being copied to DepthWrite Add density sliders to fogui Undo changes to player_info_s CFixedCommandStorageBuffer bounds check Prevent NPE crashes with creating physics too soon * Entity:PhysicsInitBox and Sphere affected. Will throw console warning. Alias func_simpleladder to func_brush * Fixes L4D ladders not working Prevent infinite loops from EntityEmitSound hook Fix drive system not working fully in TTT Some HUD adjustments * Use 1440p HUD font size for 2560x1660, 4K remains unchanged * Make the notification font text slightly smaller, now better matches sizes between 1080p and 1440p with how it used to be @ 1080p Make Voice HUD use its own font + positioning fix * The voice panels no longer overlap ammo HUD at high resolutions
3 Days Ago
merge mortar_prototype to main
3 Days Ago
Some HUD adjustments * Use 1440p HUD font size for 2560x1660, 4K remains unchanged * Make the notification font text slightly smaller, now better matches sizes between 1080p and 1440p with how it used to be @ 1080p Make Voice HUD use its own font + positioning fix * The voice panels no longer overlap ammo HUD at high resolutions
3 Days Ago
Regenerate protobuf serializers
3 Days Ago
doubleconnect_eac_fix -> main