141,884 Commits over 4,383 Days - 1.35cph!

8 Minutes Ago
merge from fix_forceaddtoteam -> main
10 Minutes Ago
Fix forceaddtoteam not working if you weren't already in a team and not working if the target was already in a team
22 Minutes Ago
WIP on supporting emission intensity in workshop, fix emission toggle in workshop with intensity not 0
26 Minutes Ago
merge from fix_itemcontainer_take_leak -> main
51 Minutes Ago
Industrial Large Furnace - updated model, textures Updated manifest and localization
1 Hour Ago
Add crossfade to mortar pose, fix animation handles not being released, fix animation handles not applying autoplay properly.
1 Hour Ago
Industrial Autoturret - Updated textures, reran skin lists, renamed textures to new convention
1 Hour Ago
Fix smoke grenade manager returns driving me crazy
1 Hour Ago
transformchanged_cleanup -> main
1 Hour Ago
Support food on corpses again
1 Hour Ago
Save a few pennies in SmokeGrenadeManager::Move
1 Hour Ago
main -> vendingmachine_ui_refresh
1 Hour Ago
transformchanged_cleanup -> main
2 Hours Ago
Space
2 Hours Ago
- Only check if food in transform changed override for dropped entity - Only check if smoke in transform changed override for smoke grenades
2 Hours Ago
Lower mortar deploy angle check to only allow placement on flat ground
2 Hours Ago
Salvaged Icepick inventory sounds and weapon audio polish
2 Hours Ago
Add mortar deployment guide prefab
2 Hours Ago
merge from mortar_prototype
2 Hours Ago
Fix mortar deployment NRE, fix socket mods using the wrong layers
2 Hours Ago
Cleanup transform changed: - Only do checks on positional network update - Only do smoke grenade checks for smoke grenades
2 Hours Ago
edited player animator controller so the3p jog backwards anim works correctly and set the walk animations speeds to 1 from 1.5 after exporting edited 3p walking animations to play at that speed correctly
2 Hours Ago
- Deselect support - Format changes
3 Hours Ago
- Lil pop anim when the search opens up - Dont create a tooltip if text field is empty - Add icon and placeholder text colouring support to input fields
4 Hours Ago
added a little low wall to the penthouse greybox separating kitchen/living
4 Hours Ago
removed collision from broken glass decal as it causes issues walking over moved some mesh decals up in radtown, radtown S2P
4 Hours Ago
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4 Hours Ago
this probably fixes it
4 Hours Ago
Merge from workbench_upgrades
4 Hours Ago
industrial electric furnace - reduced AO to 512
4 Hours Ago
io workbench visual point setup
4 Hours Ago
industrial electric furnace - game model - updated prefabs - Added stand in textures - Setup IO on off states in prefab - Added off and glass material
4 Hours Ago
Some setup on io.table.deployed
4 Hours Ago
industrial electric furnace - rename material to on state
4 Hours Ago
Fix bad merge
5 Hours Ago
main -> vendingmachine_ui_refresh
5 Hours Ago
server_browser_row_fix -> main
5 Hours Ago
Fix server browser only showing 4 entries until you scroll or change the page
5 Hours Ago
Removed example charms from accessory manager
5 Hours Ago
Fixed broken materials in backpacks and parental advisory charms Re-cached viewmodel textures, fixing the NRE Resized backpack texture sizes
5 Hours Ago
Prefabbed up Kiosk E parts. Kiosk E LODs, collision, prefab setup, plus shutter LODs and setup.
5 Hours Ago
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5 Hours Ago
brought length relaxation back up to 1, mistakenly tweaked and caused small clipping
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
Merge: from unitask_reliable_taskpool - Optim: UniTask internal pooling now reliably caches items Tests: unit and perf tests, ran around Craggy with Jobs 3
5 Hours Ago
Optim: ensure UniTask.TaskPool reliably caches items - copied from repo at 88737fb5 Original version was written in wait-free fashion which permitted only 1 participant while failing others. Rewritten to be lock-free, which allows to guarantee pooling Tests: ran unit and perf tests. stuck breakpoints to confirm that repeated perf test invocation didn't have allocations. ran around craggy with jobs 3
6 Hours Ago
fixed draw distances on new static door prefabs and layer to world collisions for the apartment complex building
6 Hours Ago
Minor changes to entity classes Deletes C_BaseAnimating.m_bNoModelParticles (unused) Makes C_BaseEntity::m_fEffects, m_nRenderMode and m_nOldRenderMode private Removed C_BaseAnimating.SaveRagdollInfo, RetrieveRagdollInfo, m_bStoreRagdollInfo Moved some private/protected members around a bit (C_BaseEntity, C_BaseAnimating) Minor changes & cleanups * CBaseServerVehicle, CPropVehicleDriveable, CBaseAnimating rearranged some fields * CBasePlayer - rearranged some private fields * CHL2_Player - deleted UpdateLocatorPosition, SetLocatorTargetEntity, m_vecMissPositions, m_nNumMissPositions, m_AutoaimTimer, m_hLockedAutoAimEntity, m_hLocatorTargetEntity, m_flTimeNextLadderHint, DisplayLadderHudHint * CLogicPlayerProxy - removed defunct SetLocatorTargetEntity input * Restored mega grav gun armor reduction with hl2_episodic 1 Make "Unable to load module" give a reason in Windows More player and localplayerdata field reordering More field reshuffling * Deletes Panek::m_nHorizontalGradient, m_nVerticalGradient, m_nHorizontalGradientR, m_nVerticalGradientR (unused fields) Added ProjectedTexture:Get/SetSkipShadowUpdates Prevent invalid data in spawnmenu lists breaking search * Such as erroneously setting a weapon entry to a string or something Restore airboat speedometer thing Make "ProcessServerInfo failed" kick show a popup Update dxsuppor.cfg with some changes from HL2 cl_detaildist to 4096 high model & water detail for unknown cards Fixed r_rootlod with high numbers crashing the game Update default detailsprite material * Remove alpha testing and fix alpha fading of the detail sprites (rather than on/off "fading") Add missing CS:S painting textures Fixed $treeswaystatic not being copied to DepthWrite Add density sliders to fogui Undo changes to player_info_s CFixedCommandStorageBuffer bounds check Prevent NPE crashes with creating physics too soon * Entity:PhysicsInitBox and Sphere affected. Will throw console warning. Alias func_simpleladder to func_brush * Fixes L4D ladders not working Prevent infinite loops from EntityEmitSound hook Fix drive system not working fully in TTT Some HUD adjustments * Use 1440p HUD font size for 2560x1660, 4K remains unchanged * Make the notification font text slightly smaller, now better matches sizes between 1080p and 1440p with how it used to be @ 1080p Make Voice HUD use its own font + positioning fix * The voice panels no longer overlap ammo HUD at high resolutions
6 Hours Ago
merge mortar_prototype to main