142,414 Commits over 4,383 Days - 1.35cph!

19 Minutes Ago
Fixed industrial furnace not retaining it's children (storage adaptors) when reskinning with spray can
32 Minutes Ago
Compile fix
50 Minutes 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
3 Hours Ago
Fixed broken NVG sounds
3 Hours 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
3 Hours Ago
Merge from parent
4 Hours Ago
Cherry pick 147457 (asset scene build optimizations)
4 Hours Ago
Enable single frame parenting for AK mag drop effects
5 Hours 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
5 Hours Ago
Don't set process affinity in editor if running batch mode
5 Hours Ago
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5 Hours Ago
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6 Hours Ago
6 Hours Ago
Protobuf for upkeep
6 Hours Ago
Add safezone trigger to apartment complex and make the building blocked + safezone triggers a bit bigger
6 Hours 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
Today
update apartment_complex_monument/prototype
Today
Fix priority on apartment scene menu item
Today
fixed normals on flame turret guidemesh
Remove using as well
Today
merge from main -> apartment_complex_monument
Unity Editor compile fix
Today
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Today
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
Today
merge from main
Today
Add mortar pitch display, refactor generic overlay to allow for appending prefabs
Today
Apply some checks to CBoneCache
Today
Exclude hidden redirects so the new barrels / shelves which now use dummy redirect base items don't fail all the tests
Today
merge from main
vendingmachine_ui_refresh -> main
Today
WIP setting up dart board prefab
Second set of fixes - fake inventory compile errors
Compile fix - swap to using flags
vendingmachine_ui_refresh -> main
Clear hover over button fixes
Today
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Today
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- Fix bugs with suggestions not being clickable - More final polish
- Final style changes - Added suggestions area in admin panel
Today
Updated sprint anim (test)
Today
Fix prediction errors being "stronger" at high curtimes * Bumping into props at high curtime was causing velocity "mispredicitons" to be more severe than they should be. Remove CThinkSyncTester from client builds (unused) Bump Steam.inf Removing unused TempEnt networking * Te_Explosion, Te_FootPrintDecal, TE_LargeFunnel Removed some unused globals * To do with goldSrc legacy effect systems * Remove some obsolete networked fields for TEBloodSprite (probably should nuke this entirely) Remove unused fields from env_explosion * env_explosion has fields to do with fireball sprite, value of which is never actually used. So we remove it. Remove some useless sprite precaches clientside * Doesn't seem to cause any side effects in my testing, sprites from HL1 era effects, mostly bubbles, smoke, lasers, explosions
Today
Clean: removed FilterInvalidPlayers now that I've validated that all kicks were grouped at end - cleaned up comments that pointed out kick locations Tests: none, trivial change
Today
industrial electric furnace - added lods - split glass and furnace - updated item skin - updated prefab
Today
Bugfix: avoid NRE after kicking a player while iterating over a player cache - consolidated all kicks in ServerUpdateParallel to end of the method Tests: got kicked for terrain violations, no NRE
Today
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
Today
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
Today
Potential fix for scientists not spawning on cargo
Today
Fix minor typo in WhatUsesThis
Today
Merge fixes.
Today
Delete old wolf prefab and class, a consequence of this is that the population convar is now "wolf2.population", todo rename wolf2 to wolf