194,130 Commits over 4,079 Days - 1.98cph!

52 Days Ago
- add biome overrides for river material parameters (blends to different parameters as river travels through biomes) - expose subsurface parameters on all water types (instead of sharing with ocean)
52 Days Ago
set pickup sound on sunken combat knife and original combat knife to metal deep instead of bone
52 Days Ago
Corpse ingredient tweaks
52 Days Ago
Collider fix on retro and shockbyte tc corpses
52 Days Ago
Disabled show health info on elec furnace corpse
52 Days Ago
Improved corpse repositioning on ground missing
52 Days Ago
renamed sunken knife token description viewable in repair bench to "Sunken Combat Knife"
52 Days Ago
increased ironsights intro speed
52 Days Ago
viewmodel animator updates - ads is now a state outside of the idle allow for a transition and stop snapping (both unloaded and loaded) - dryfire also goes back directly to ads state if enabled - cleaned up animator
52 Days Ago
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52 Days Ago
Fixed missing $bottommaterial material causing massive FPS loss It was trying to load the material every frame while underwater. Also fix potential NPE crash with water textures/materials. Also clear missing material list on map load, in case the material list changed (new addons,new map embedded files, etc) Added mp_weaponrespawn Moved some functionality tied to mp_weaponstay in recent change to a new convar. This is meant to affect HL2DM maps Added `Ignore Solid` for point_spotlight in FGD Updated TTT Fixed unintentional global variable Updated localization files Fixed a crash in trace code that could happen after a changelevel
52 Days Ago
Move where balloon force limit is enforced Update verbosity of "Out-of-range value" warnings Now includes parent array name, and the entity index Fixed pose parameters sometimes getting garbage values Balloon dupes check for missing values This isn't extensive enough, other tools still need to do this as well TTT: Crosshair Customization (Community Contribution) Fixed another potentially uninited variable issue Enable network protocol breaking changes Bump versions Reapply bone manipulate level transition fix Removed some more test entities that should've never been shipped Restore missing file used exclusively by this beta Fixed missing $bottommaterial material causing massive FPS loss It was trying to load the material every frame while underwater. Also fix potential NPE crash with water textures/materials. Also clear missing material list on map load, in case the material list changed (new addons,new map embedded files, etc) Added mp_weaponrespawn Moved some functionality tied to mp_weaponstay in recent change to a new convar. This is meant to affect HL2DM maps Added `Ignore Solid` for point_spotlight in FGD Updated TTT Fixed unintentional global variable Updated localization files Fixed a crash in trace code that could happen after a changelevel
52 Days Ago
enabled mipmaps on horse costume
52 Days Ago
bow_fixes_2 -> main
52 Days Ago
toggle crouch fade on horse costume
52 Days Ago
Fixed bows showing every arrow head on init
52 Days Ago
Added AO and spec textures to Riot Helmet
52 Days Ago
Merge from jungle_update (fix compile error)
52 Days Ago
Fix compile error
52 Days Ago
Merge from jungle_update (croc has more realistic reach when attacking)
52 Days Ago
range_volumes -> main
52 Days Ago
Visualise the trigger range of: Autoturret Flame Turret Shotgun Trap
52 Days Ago
Bugfix: ServerDemoPlayer - handle player reconnecting multiple times Not 100% sure it's the correct way, but I think it works for now. Tests: played back new staging demo 3 times
52 Days Ago
reduce the alpha on the zone material
52 Days Ago
Merge from creative_alwayson
52 Days Ago
Fixed issues with HBHF sensor visualisation
52 Days Ago
fixed a spot where you could get stuck at satellite dish
52 Days Ago
Updated Construction and Weapon desc based on feedback, also fixed some grammar/typo errors
52 Days Ago
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52 Days Ago
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52 Days Ago
Fixed missing $bottommaterial material causing massive FPS loss It was trying to load the material every frame while underwater. Also fix potential NPE crash with water textures/materials. Also clear missing material list on map load, in case the material list changed (new addons,new map embedded files, etc) Added mp_weaponrespawn Moved some functionality tied to mp_weaponstay in recent change to a new convar. This is meant to affect HL2DM maps Added `Ignore Solid` for point_spotlight in FGD Updated TTT Fixed unintentional global variable Updated localization files Fixed a crash in trace code that could happen after a changelevel
52 Days Ago
Added support for tesla coil
52 Days Ago
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52 Days Ago
Change fogmachine and snow machine checks to work the same as everything else
52 Days Ago
Added support for igniter
52 Days Ago
Added HBHF sensor range visualisation
52 Days Ago
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52 Days Ago
Tests: replace Assert.AreEqual with Assert.IsTrue - Brings TickIntrpolatorCache test from 30s+ down to 6s Turns out AreEqual is slow and inflates the test times by quite a bit. Tests: ran unit test
52 Days Ago
Plugged existing AO texture into all variants of Snow Jacket
52 Days Ago
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52 Days Ago
Double Barrel Shotgun - Added Sights material to the skinnable list, making it avaliabe for creators. Also increased Sights textures resolution from 256 to 512.
52 Days Ago
- ▆▌▇▆▍▅▅ ▍▇█ ▇▉ █▊▌▌▉▆ ▇▄▆▊▇▇▄ ▋▋▇▉ ▅█▆▋▇▉▅ ▊▋▆▆▇▋▍▇ ▅▋▍▊▇▅▋▍ ▇▆▌▊ - ▉▍▆▆▇▌▇▆▄▅ ▋▄▄▊▅▌▍ ▅▊ ▉▋▍▆▆▋ ▅▍█▇█▌ █▉▍▊▋ █▍▌ ██▊▇▄ ▍▌ ▉▊▄▍▍ ▆▊▇▍▊▋▄
52 Days Ago
Updated TV collision and fixed emissive materials
52 Days Ago
Optim: TickInterpolatorCache reduce number of segments being copied when growing Unit test is still slow, need to dig a bit more Tests: ran unit tests
52 Days Ago
Added new baked AO to all variants of vagabond jacket
52 Days Ago
Updated First Aid Cabinet Collider Updated Wall Mounted Coat Hanger Collider
52 Days Ago
Added pump arm to sprayer entity, removed it from backpack model
52 Days Ago
Add a menu option to turn on/off drawing range volumes
52 Days Ago
- Fix croc attacks reaching too far - Update AI distance checks to take into account the target player speed + our root motion to predict the position at impact - Remove distance cache, adds complexity and bug potential for too minor of a perf gain - Add inferedSpeed and inferedVelocity fields to basePlayer, less accurate than estimatedSpeed but more stable
52 Days Ago
Merge: from parallel_validatemove - more debug to track down null baseplayer Tests: local editor SERVER+CLIENT session