135,568 Commits over 4,293 Days - 1.32cph!

Today
merge from artist_pack_dlc
Today
Fixed paintable window painting not showing at certain angles, bumped the mat render queue
Today
merge from artist_pack_dlc
Today
Paintable Reactive Target - Updated shaders again, still no paint showing
Today
Switched ornate frame text to a 3D mesh text, also switched to a lit shader
Today
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for an edge case of moving players during load of a save Tests: ran unit tests
Today
Bugfix: OcclusionGroup - account for server loading a save potentially recalculating network group - added a unit test to stress this scenario Seems like a weird edge case, but it means we gotta work around it Tests: ran unit tests
Today
paintable reactive target health and protection fix, now matches existing reactive target
Today
Paintball FX files Work scene backup
Today
Added some prevent building cols to the lightup frames for consistency Fixed deploy guide on the XL variant
Today
armor box lods and gibs
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Syncvar saving fixes for frames and easel, fixes to ornate frame configuration menu
Today
Fixed all scrap frames deploy volumes and missing prevent building collider Also fixed the XL and XXL variant prefabs using themselves as deploy guides
Today
exported paintable target rig with latest mesh and set rotational error to 0 on its anims to prevent snap to idle
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Fixed all ornate frames deploy volumes and missing prevent building collider
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split paintable target hit reaction anims into two parts and added to its anim.controller so the hit reaction plays instantly on every shot rather than playout the whole anim till it ready to play again
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Fixed all artist canvases deploy volumes and missing prevent building collider
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Paintable Reactive Target - Updated main material to standard shader (breaks paint visibility)
Today
Reserialize_Prefabs_2 -> main
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p26 - DONE
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p25
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p24
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p23
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p22
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p21
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p20
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p19
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p18
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p17
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p16
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p15
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p14
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p13
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p12
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p11
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p10
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14k files to go
Today
Paintable Reactive Target - Fixed paint leaks on other UVs (added padding), fixed deployable layers, fixed deployable guide mesh, improved IO ports positions. Rigged mesh needs updating to the new UV2 channel. Material still doesn't support met/rough
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p8
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p7
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p5
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p6
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p2
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p3
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p4
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Reserialize Prefabs - 15k file changes. improve build times Day 2, Attempt 201 uploading, fuck plastic Sometimes errors are unknown because fuck plastic Sometimes errors are unsupported because fuck plastic maybe it'll work this time NOPE Again? No Day 3, reattmpting is the meaning of life pressing check in over and over again? insanity is doing the same thing over and over again and expecting different results, yet here I am I'm going look like a idiot once this finally works I'm going put something heavy on my enter key so it keeps retrying what the heck is method 190 This is peak games development Lets try parts again - Part 1
Today
Updating the shadow cascade splits when the shadow preset convar is set
Today
More old menu deleted prefabs
Today
Stop NPC_Citizen lobbing healthkits and NPCs Fix NPCs being unable to pickup constrained weapons * Specifically the first spawnflag "Start constrained", which caused a potential progression stopper on ep1_c17_02a Add Combine Shotgunner Playermodel texture with colorable eyes Update Odessa playermodel * Consistent phong usage on face material (consistent with citizens) * Fixed mouth faceposing Dynamite no longer uses timer.Simple, and clamps delay to 3600 Apply some checks for a potential crash issue * Would crash with a message instead of silently Limit Material() in menu state Fixed Lua error counts in Problems panel being covered up by Copy btn Fix killfeed showing neutral/fearful NPCs as friendly * When killed by the player specifically Resolve self-crash with File:Read Add fallback material for sprites/flare6 (env_funnel) Add 2koth_ and cppl_ maps to TF2 category Replace coreball.mdl with one with simpler physics model Merged Pull Requests * Fixed start/stopsound for some entities in Hammer having invalid default values * Localize "password" placeholder in server browser Some potential crash fixes
mountplayersync_ai_bypass