137,280 Commits over 4,324 Days - 1.32cph!

1 Hour Ago
Try to fix MacOS build error
1 Hour Ago
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.
1 Hour Ago
Fix sorting order of base building blocks
1 Hour Ago
Fix window blueprint skin assignment
1 Hour Ago
Add blueprint skins for half wall, triangle foundation and triangle floor
1 Hour Ago
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
3 Hours Ago
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3 Hours Ago
Start on IO prefab tests Checking relevant prefabs for inputs/outputs/main power slot Checking handles are not too far from any collider
5 Hours Ago
missing connection in tech tree, swapped some items around based on scrap cost
5 Hours Ago
prefab setup (wip) for the uzi
5 Hours Ago
Fix trailer having no wheel friction
5 Hours Ago
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.
6 Hours Ago
Hooked up the missing path on utility tree, fixed MQ and HQ car parts being default BPs
6 Hours Ago
V1 reorganising engineering tech tree contents. Removed low quality car parts from tech tree, now default BPs.
6 Hours Ago
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
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Today
Fixed some bugs with the default inputs and invoke method node
Today
apartment complex greybox - polishing demolished side a bit some layout adjustments to fit newer greyboxed buildings
Today
Added coiled model for the hose tool world model prefab
Today
Test for verifying deployables that are placeable on boats have only convex colliders All pass as expected
Apartment complex b greybox update
Simplify prefab pre processing error (to get more info on this build issue)
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
Today
Added copy/paste support
Today
Additionally added coiled model for the wire tool world model prefab https://files.facepunch.com/curtis/1b1311b1/13_23-42-EqualMartin.jpg
Today
Removed garage door from T2 tech tree. Moved IO tech tree contents so they actually fit on the screen
Some minor tweaks to prevent it bouncing on the edges between colliders Not perfect but will do for the playtest
Today
removed world model outline script that didnt work anyway
More player head seed work
Can use ball without tee remove a bunch of logs
Messy set of bug fixes so i can do one final check before builds
Today
cobalt ball tint mask
Disable golf tee killing balls if you dont swing off the tee. Was causing
Today
removed normal map from detail layer on golf balls
Today
golf hole super rough textures
Today
Added import/export buttons
Today
Engineering workbench refresh, multiple tabs separating different item types, looks a bit cleaner than the current one. Added Garage door to engineering workbench
Swapped interaction icons to something better than crosses everywhere
Add random golf ball colours
Today
merge from main
Fix bug when trying to tee off from the golf tee