141,488 Commits over 4,383 Days - 1.35cph!

Today
Renames Add a skinnable for half shelves and single shelves
Today
Created new hidden/uncraftable base storage horizontal and vertical storage barrels Added skins for original storage barrels, abyss, warhammer and jungle versions Can now use the spray can or repair bench to reskin between these versions Future items can now just mark themselves as skins of the hidden base barrels and they will be treated as a normal skin No changes to crafting menu, these barrels still appear as separate items there
Today
Check AlphaMap isInitialized on AdaptMeshToTerrain to prevent editor errors
Today
Fixed code locks on cars disappearing (except for the red spheres) after too many code attempts Swapped the red sphere material to an opaque version so we don't get weird depth fighting issues
Today
Merge from main
Today
Fix NRE when renaming a demo shot to a name that already exists
Today
Fix case where holstering a mobile phone mid call would result in some inputs being ignored
Today
Remove log when loading player inventories for the first time
Today
Merge from main
Today
Merge from main
merge from playerrigupdate2
Modified skinning on the leather gloves
Updated underwear male/female meshes
Updated player mouth/voice logic to work with new player models (and made jaw rotate as well as move)
Today
Add another parameter to chat.add2 so modders can put text before the username without polluting the client's name cache
Today
Speculative fix for changes being lost in the graph view of conversations from copilot
Today
Prevent NPEs in FireBullets Some RenderData nullptr checks Minor change for FlashlightState_t mem layout Unfix door_03_slotted_left.mdl skins Invert Green channel on citizen sleeve c_model normal Discard certain saverestore types * CSoundPatch, CTakeDamageInfo, CEffectData will no longer throw errors
Today
Split dump commands into parts (adding, no change to original) - Animators - Entities - LODGroups - Network - Physics - Root Objects (all gameobjects all scenes) - Warmup - System info
Today
Merge from prototype
Today
//Todo
Today
More workbench UI work for prototype upgrade
Today
Replace temporary firing animation with the mortar attack animation, implement handle rotation, fix low/high sweep transitions not fully crossfading. Change mortar yaw transform to not rotate the whole mortar with it, fix all the bugs involved. (mount/look rotation)
Today
Deployable test for containers missing inventory open & close sounds Flags the new tin can alarm
Today
fix CCTVRemoteCamera missing vclouds and vfog components
Yesterday
Minor cleanups * Send/RecvPropInt => Sent/RecvPropBool where appropriate for players Reduce network bits of various net props * These have unnecessarily large (32bit) networked properties, so we reduce them to only as large as needed * CBaseCombatCharacter, CColorCorrectionVolume, CEnvProjectedTexture, CEnvScreenEffect, CFish, CTEBaseBeam, CTEExplosion, CTEMuzzleFlash * SLAM, Pistol, Gravity Gun, HL2 Machine Guns, Grenade, CBaseCombatWeapon, CPhysGunBeam * HLS shotty, satchel, hornet gun, gauss gun * CNPC_Puppet, CHL2PlayerLocalData, CPropAirboat, CNPC_Portal_FloorTurret, CNPC_RocketTurret, SmokeTrail, RocketTrail, CSteamJet, CBaseToggle, CCollisionProperty, CGMODRules Delete TE_Impact (seems unused?) Removing unused stuff * Removed UTIL_MuzzleFlash (unused) * Removed CWorld.m_flWaveHeight, m_bColdWorld (networked, unused) * Removed CBaseDoor.m_flWaveHeight (networked, unused) Network m_bLocked for prop doors to clients Network m_bLocked for vehicles and prisoner pod to clients Network prop door m_eDoorState to clients * For mods to do with as they please
Today
Blend between low/high sweep animations on mortar when aiming/up down to make hand IK not look crazy.
Today
Add a way to use multiple animation handles with the player model.
Yesterday
fix default rotation of pumpkin in painting menu
Yesterday
tighten up waterwheel dismount positions
Yesterday
Initial setup for new vending machine admin ui
Yesterday
Missing files
Yesterday
update phrases - fix overfished message - waterflow message - lootinsafezone msg
Yesterday
Bleed fix.
Yesterday
More monument scene lighting fixes for updated assets.
Yesterday
Merge from main
Yesterday
exported latest bowless crossbow viewmodel anims
Yesterday
Renamed neon sign textures to new conventions. Added open and closed cateogories in kiosk hierarchies in Kiosk A - F
Yesterday
Scientist Santa restored in the santa sleigh
Yesterday
Restore path highlighting
Yesterday
Start making conversation for apartment vendor NPC
Yesterday
Code gen
Yesterday
merge from mortar
Yesterday
Mortar anim updates
Yesterday
Seperate upgrade path logic for prototype/regular
Yesterday
Comitting some mitting metas
Yesterday
More neon sign work - new art, LOD0s only so far, some texture adjustments
Yesterday
More UI
Yesterday
move "inventory full" toast behind the inventory UI, blocks too much
Yesterday
replaced door meshes with door prefabs on kiosks
Yesterday
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests