139,560 Commits over 4,505 Days - 1.29cph!

Today
Make _rt_ResolvedFullFrameDepth use IMAGE_FORMAT_R32F Remove math.Cot * It's too simple of a function, shouldn't have included it in the first place Fixed Hammer crash when giving sprites a .mdl model Fixed a crash with removing npc_attackchopper effects Fixed a crash with removing func_fish_pool fish Fixed another decal related crash Fixed combine drop shop being able to remove players Merged Pull Requests * Micro optimizations for table lookups in Sandbox tools and TTT spawnpoint selection Fixed prop_effect in dupes having wrong bounds, causing weird icons Partially merge edict limit pull request + some other changes * Make the trails tool not play "success" animation when we failed to create the trail
Today
merge from PlayerMaintainedMonuments -> main
Today
merge from main -> PlayerMaintainedMonuments
Today
merge from water_treatment_plant_maintainables
Today
Water Treatment Plant S2P with hlods (if something goes wrong, this is safe to revert)
Today
updated scene with lighting changes, removed junk clipping into water tank blades
Today
hook up water treatment plant lighting to powergrid generator
Today
Added posed world model, updated icon
Today
merge from PlayerMaintainedMonuments
Today
merge from game_room_dlc
Today
merge from darts_game
Today
add a howtoplay translatable canvas onto new sticky note on the board properly translate some missed elements default names of "Player1" -> "P1" until name is fetched
game_room_dlc -> main
Add correct pool racking for Shadowfrax
Today
merge from game_room_dlc
Today
Dartboards can now be placed on boats Transposed everything to work with local space instead of world space, to reduce floating point inaccuracies of darts (also had to happen for boats) Reduced artifical tilt of darts, so they look more accurately placed
game_room_dlc -> main
Revert to the old animations for just now (to get around the freaky hit animation)
Today
added postit note to dartboard - updated textures and prefab
Remove pitch variation on turbine sounds
Wind up/down the new spinny powergrid turbines so they synchronize better with the sounds
Add deploy animation when first getting on the pooltable
- Move standard walking distance from the table to be 25% closer - Use a different pool cue materials for each player - Fix walking distance not working properly
Today
Merge from PlayerMaintainedMonuments/airfield_terminal_sounds
Today
Chinook terminal volume changes
Today
Added new sounds for the two new airfield terminals and code changes for audio triggers
Today
LS Office area lighting facelift WIP.
Today
fix sockets of dartboard for better placement
Today
dartboard prefab fixes - fix bullseye boom particles playing on show - fix realmed remove not removing Client child object
Today
added lit variant of text for dartboards (still quite bright in darkness)
Today
Today
fix NRE that was breaking demos
Today
missed materials
Today
Halloween garland LODs and mani update
Today
Animation polish pass on pool table
Today
Added airfield terminal sounds and distance changes for the powerline electric box sound
Yesterday
more reset state cleanup
Yesterday
Adding glass bullet feed script and updating animations
Yesterday
Merge from /powerplant_activation_sounds
Yesterday
Merge from /PlayerMaintainedMonuments
Yesterday
Audio file tweaks and voice count changes
Yesterday
merge from game_room_dlc
Yesterday
merge from main
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
merge the 3 watercatcher entities on the water pipes into 1 entity with 3 outputs tripled the water production stats to match
Yesterday
Added generator VFX to the powerplant.
Yesterday
Code audio fade tweaks and added sounds to the industrial generator
Yesterday
missing mats
Yesterday
update wooden crate 2 mesh so all usages update together like the other new loot crate revisions. Added new albedo variant for DM