155,564 Commits over 4,536 Days - 1.43cph!

Yesterday
Setup collision/colliders correctly in prefabs.
Yesterday
Added honey bandage to primitive and hardcore tech trees
Yesterday
merge from carvable_pumpkin_deploy_fix
Yesterday
merge from paintball_gun_fixes
Yesterday
merge from viewmodelscope_nre
Yesterday
merge from static_piano_fix
Yesterday
merge from TriangleHatchDeployfix
Yesterday
merge from deployanim_fix
Yesterday
merge from vehicle_pooling
Yesterday
merge from glass_ar_motion_blur_fix
Yesterday
merge from new_navmesh_fixes
Yesterday
merge from Floating_bandage_fix
Yesterday
merge from oilrig_light_fix
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
Renamed deployed entities to include .Deployed per convention.
Yesterday
Setup missing socket/checks on gate
Rin
Yesterday
merge from mt_snapshot_saving
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
cherry picked martyns rail hide code from changeset 153305 - allows the holosight rail to hide depending on the weapon its attached to.
Yesterday
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Yesterday
cherry picking 8x scope, handmade sight and holosight refreshes
Yesterday
Add entity names to "MOVETYPE_FOLLOW with no model" warning Implement CTRL+Backspace and CTRL+Delete for text entries Try to prevent game breaking states with silly values of m_yaw/m_pitch Minor cleanups Added "session_begin_ignore_version" hammer command * If you brick your VMF with this, don't blame me Add description to r_PhysPropStaticLighting Move "dynamic shadow poke through" "fix" to opt in convar * r_shadow_clip (defaults to off) - it being enabled causes shadows to be clipped erroneously sometimes Try preventing "non positional" control points bloating particle bbox * This should help with particle sorting * Marks C_INIT_RandomColor C_OP_RemapAverageScalarValuetoCP C_OP_RemapCPtoScalar as using non positional control points (in addition to the existing ones) * This could potentially cause issues where these non positional operators act on positional control points used by other control points, but who would do that?
Yesterday
merge from main
Yesterday
merge from automated_testing
Yesterday
main -> grenade_client_prediction
Yesterday
Adjusted and balanced holstered weapon positions to sit closer to chest armour
Yesterday
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Yesterday
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Yesterday
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Yesterday
Fixed test runner window not showing the in progress icon on a test running its cases
Yesterday
merge from main
Yesterday
merge from cookingworkbench_kettle_fix
Yesterday
merge from settings_dropdowns_fix
Yesterday
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Yesterday
Yesterday
Fix placement guide rotations. Hookup icon links and generate/assign icons.
Yesterday
merge from store_nre_fixes
Yesterday
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Yesterday
Randomised rooms for train tunnels - UV fixes on boiler room. Started first art pass of Small Room C.
Yesterday
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Yesterday
Bunch of building help/glyp improvements. Add building hints. Analogue inputs now support glyph display too.
Yesterday
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Yesterday
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Yesterday
More improvements, prompts, help display.
Yesterday
Animal Fence LODs and gibs
Yesterday
- Simplify cow needs to be easier to balance and understand as a player: remove mood as a tracked value, mood is just computed on demand by min(fullness, hydration, personal space) - HP just converges to mood so that happy cow is full hp, sad cow dies automatically, and eating automatically heals => added benefit: cow condition becomes cleanly visible to players through the healthbar - Sleeping cows needs are frozen instead of ticking down - Add ultra compact building to benchmark (multiple cows in a 1x1 with through or shelter) - Fix benchmark not having water source for free range cows, causing free range cows to produce less scrap
Yesterday
let subsystems contribute to IK, move shields to it