137,754 Commits over 4,324 Days - 1.33cph!

2 Days Ago
Fixed UIDeepSeaPortalMarker NRE
2 Days Ago
Increased the default interval in between each entity spawn when the deep sea is opening Added deepsea.entities_spawninterval and deepsea.spawngroups_spawninterval convars
2 Days Ago
merge from main
2 Days Ago
Added deployed sfx when placing a windturbine
3 Days Ago
Fixed drone deploy guide to face the correct way when clear to place.
Rin
3 Days Ago
Merge from QA_Island_V2
Rin
3 Days Ago
Attempt to fix startup NRE
3 Days Ago
Sucessfully cleaned and removed PlayerRigUpdate2 from hackweek_golf
3 Days Ago
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3 Days Ago
Cherrypick from range 142973 -> 143247
3 Days Ago
Cherrypick 142957
3 Days Ago
Cherrypick 142943
3 Days Ago
Cherrypick 142938
Rin
3 Days Ago
Merge from LNY26
Rin
3 Days Ago
Fixed Horse Mask world model outlines
3 Days Ago
Scene fix.
3 Days Ago
3 Days Ago
Various stuff. Splat backup.
4 Days Ago
Test for io arrow having a direction and handle name not being empty Finds 5 items with missing io arrows
4 Days Ago
Some optims on CollectInventory, needs more work later
4 Days Ago
Improved copy paste behaviour Cleanup
4 Days Ago
Optims: notify the computer when the data network changed and needs to be repolled, instead of polling every tick
5 Days Ago
Maintaining control of the flag awards clan score Flag shows the clan logo on it when being controlled by a clan
5 Days Ago
Booleans are using toggles instead of input fields Added debug convar, prints each node and connection state Cleanup and optims
5 Days Ago
Try to fix MacOS build error
5 Days 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.
5 Days Ago
Fix sorting order of base building blocks
5 Days Ago
Fix window blueprint skin assignment
5 Days Ago
Add blueprint skins for half wall, triangle foundation and triangle floor
5 Days Ago
Add skins to the respective source prefabs
5 Days Ago
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
5 Days Ago
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5 Days 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 Days Ago
missing connection in tech tree, swapped some items around based on scrap cost
5 Days Ago
prefab setup (wip) for the uzi
5 Days Ago
Fix trailer having no wheel friction
5 Days 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.
5 Days Ago
Hooked up the missing path on utility tree, fixed MQ and HQ car parts being default BPs
5 Days Ago
V1 reorganising engineering tech tree contents. Removed low quality car parts from tech tree, now default BPs.
5 Days Ago
Bugfix: fix 21 incorrect calls to Pool.Free instead of Dispose Tests: compiled all modes in editor, built standalone C and S
5 Days Ago
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
5 Days Ago
Biome stuff backup
5 Days Ago
merge from main
5 Days Ago
use standard shadowmaps to prevent leaking
5 Days Ago
merge from main -> hackweek_trailers
5 Days Ago
Hackweek: set limitNetworking when spawning blueprint building block so it doesn't flicker - changed limitNetworking: review later
5 Days Ago
Add skins to source prefabs
5 Days Ago
Add blueprint skin variantsfor wall. door frame, window & square floor
5 Days Ago
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5 Days Ago
Fixed some bugs with the default inputs and invoke method node