142,729 Commits over 4,383 Days - 1.36cph!

Yesterday
Fixed TestConveyorSplits and TestConveyorTransfer failing during setup because of stability All entities were spawned at 0,0,0 together and groundwatch was killing them Now setting server.stability to false in setup
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Updated some old client tests to use scoped convars
Yesterday
SetUp and TearDown can now fail the test is they throw They run using ExecuteTestInternal like the tests
Yesterday
Test runner window now supports repeated tests
2 Days Ago
Update wolf population asset with new convar
2 Days Ago
merge from main
2 Days Ago
Add worldmodel component to binoculars worldmodel Add tree and default to workbenches deploy volume
2 Days Ago
industrial shelves full, half, wall - Adjusted icon colour for better clarity - Adjusted prefab starting material to blue
2 Days Ago
Some new Light LOD system tests
2 Days Ago
Merge from elevator_fixes_apr_26
2 Days Ago
Fix player elevator cables sometimes appearing in the wrong place if the player was too far away from the elevator
2 Days Ago
Disable the hurt trigger on the launch site lifts when the lift is idle, will no longer kill players if they jump while underneath it
2 Days Ago
Require LOS for hurt trigger on player placed lifts, prevents killing players if there's a floor between the player and the elevator
2 Days Ago
Fixed industrial furnace not retaining it's children (storage adaptors) when reskinning with spray can
2 Days Ago
Compile fix
2 Days Ago
Added a new ToggleThrownWeapon animation event, allows us to switch on/off the grenade visuals so they don't stay in the players hands all the time throughout a throw animation Implemented on supply signal, smoke grenades, molotovs, beancans, flashbangs, bee grenades, f1 grenades and firecrackers Fixed incorrect animations on the smoke grenade and firecracker animation overrides
2 Days Ago
Fixed broken NVG sounds
2 Days Ago
New StateSync component for weapon animators Looks for a matching state on the main player model and matches the normalized time on the weapon animator to ensure the animation stays in sync Will need to be applied to each weapon individually, applied on HMLMG reload animation for now
2 Days Ago
Merge from parent
2 Days Ago
Cherry pick 147457 (asset scene build optimizations)
2 Days Ago
Enable single frame parenting for AK mag drop effects
2 Days Ago
HMLMG mag drop now detaches from parent and plays in world space Fixes mag being affected by weapon position/rotation of gun and motion blur issues
2 Days Ago
Don't set process affinity in editor if running batch mode
2 Days Ago
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2 Days Ago
2 Days Ago
Protobuf for upkeep
2 Days Ago
Add safezone trigger to apartment complex and make the building blocked + safezone triggers a bit bigger
2 Days Ago
Calculate upkeep time per apartment based on amount of items inside storage - only network to the players who own the apartment rooms - cost is based on explosive items (as configured previously) - payment is based on scrap that is inside your chests (may make a dedicated payment box later) Show upkeep in bottom right when you are within the apartment complex
2 Days Ago
update apartment_complex_monument/prototype
2 Days Ago
Fix priority on apartment scene menu item
2 Days Ago
fixed normals on flame turret guidemesh
2 Days Ago
Remove using as well
2 Days Ago
merge from main -> apartment_complex_monument
2 Days Ago
Unity Editor compile fix
2 Days Ago
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2 Days Ago
Update default spawnlists a little * Replaced barrel model to a destructible one, added the 2 CS:S paining models that had their textures fixed recently Fixed Player:Lock and server spawns causing drowning noise FGD cleanups * Remove fireballsprite from env_explosion (never did anything) * Remove coldworld and xbox specific fields from worldspawn * Remove WaveHeight from func_water_analog * Remove SetLocatorTargetEntity from player_proxy entity * Turn some number fields/inputs from strings to floats Merge recent BoneCache changes from x86-64
2 Days Ago
merge from main
2 Days Ago
Add mortar pitch display, refactor generic overlay to allow for appending prefabs
2 Days Ago
Apply some checks to CBoneCache
2 Days Ago
Exclude hidden redirects so the new barrels / shelves which now use dummy redirect base items don't fail all the tests
2 Days Ago
merge from main
2 Days Ago
vendingmachine_ui_refresh -> main
2 Days Ago
WIP setting up dart board prefab
2 Days Ago
Second set of fixes - fake inventory compile errors
2 Days Ago
Compile fix - swap to using flags
2 Days Ago
vendingmachine_ui_refresh -> main
2 Days Ago
Clear hover over button fixes