137,284 Commits over 4,324 Days - 1.32cph!

29 Minutes Ago
Improved copy paste behaviour Cleanup
30 Minutes Ago
Optims: notify the computer when the data network changed and needs to be repolled, instead of polling every tick
Today
Maintaining control of the flag awards clan score Flag shows the clan logo on it when being controlled by a clan
Today
Booleans are using toggles instead of input fields Added debug convar, prints each node and connection state Cleanup and optims
Today
Try to fix MacOS build error
Today
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.
Today
Fix sorting order of base building blocks
Today
Fix window blueprint skin assignment
Today
Add blueprint skins for half wall, triangle foundation and triangle floor
Today
Add skins to the respective source prefabs
Today
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
Today
▅█▊▍▉▍ ▉▆▆▊▍ ▉▌▌ ▉▌ ▍▅▅▅▋▍ ▋▆▊▍▋▄▆▄▍▋ ▆▉▉▆█▆▌▄ ▉▍▆▊▆▆ ▍▆▉▄▋▄▌▄▆▅▊▇▆▊▅█ ▄▅▋▆▆▇▇▆█ ▋▆▅▉▌▋ ▅▄█▄█▉▅▆ ▌▌▆ ▆▇▉▄ ▍▆▌▅▌ ▄▌▍▍▊▍ ▆▊▄ ▋▋███ ▉▇▋▉▊▍▍▌
Today
Start on IO prefab tests Checking relevant prefabs for inputs/outputs/main power slot Checking handles are not too far from any collider
Today
missing connection in tech tree, swapped some items around based on scrap cost
Today
prefab setup (wip) for the uzi
Today
Fix trailer having no wheel friction
Today
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.
Today
Hooked up the missing path on utility tree, fixed MQ and HQ car parts being default BPs
Today
V1 reorganising engineering tech tree contents. Removed low quality car parts from tech tree, now default BPs.
Today
Bugfix: fix 21 incorrect calls to Pool.Free instead of Dispose Tests: compiled all modes in editor, built standalone C and S
Today
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
Today
Biome stuff backup
Today
merge from main
Today
use standard shadowmaps to prevent leaking
Today
merge from main -> hackweek_trailers
Today
Hackweek: set limitNetworking when spawning blueprint building block so it doesn't flicker - changed limitNetworking: review later
Today
Add skins to source prefabs
Today
Add blueprint skin variantsfor wall. door frame, window & square floor
Today
▉ ▆▄▍▍█▍ ▆▋▇▇▊ ▉▇▍▇▆ ▋▇▆▄ ▅▄█▍▍ ▊▋█▉▉▇▄▌ ▋▄ ▆▅▄▅▅▅▆ ██▉█▌▌▇▉ █▉▇▊█▅ ▉▄▍▋▆▋ ▆▋▄▊
Today
Fixed some bugs with the default inputs and invoke method node
Yesterday
apartment complex greybox - polishing demolished side a bit some layout adjustments to fit newer greyboxed buildings
Yesterday
Added coiled model for the hose tool world model prefab
Yesterday
Test for verifying deployables that are placeable on boats have only convex colliders All pass as expected
Yesterday
Apartment complex b greybox update
Yesterday
Simplify prefab pre processing error (to get more info on this build issue)
Yesterday
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
Yesterday
Added copy/paste support
Yesterday
Additionally added coiled model for the wire tool world model prefab https://files.facepunch.com/curtis/1b1311b1/13_23-42-EqualMartin.jpg
Yesterday
Removed garage door from T2 tech tree. Moved IO tech tree contents so they actually fit on the screen
Yesterday
Some minor tweaks to prevent it bouncing on the edges between colliders Not perfect but will do for the playtest
Yesterday
removed world model outline script that didnt work anyway
Yesterday
More player head seed work
Yesterday
Can use ball without tee remove a bunch of logs
Yesterday
Messy set of bug fixes so i can do one final check before builds
Yesterday
cobalt ball tint mask
Yesterday
Disable golf tee killing balls if you dont swing off the tee. Was causing
Yesterday
removed normal map from detail layer on golf balls
Yesterday
golf hole super rough textures
Yesterday
Added import/export buttons
Yesterday
Engineering workbench refresh, multiple tabs separating different item types, looks a bit cleaner than the current one. Added Garage door to engineering workbench