144,760 Commits over 4,413 Days - 1.37cph!

Yesterday
Cranked the flicker floor up more.
Yesterday
The ~100hz neon flicker varies a little for each sign type. All use primes for both ints and decs to avoid waveforms ever fully syncing. Slightly raised the bottom floor of the wave.
Yesterday
Hackweek FPV Kamikaze Drone - Updated model, textures, materials, setup prefab, icon, updated skins list, etc. Fully functional single local up vector multi axis rotation flight model with new accurate 3D model https://files.facepunch.com/mauroavalos/1b1411b1/14_14-12-MatureElk.mp4
Yesterday
Check for mute on startup & look in response of submitting voice data to see if muted - gives ok time delay before muting without 100k players polling the API
Yesterday
Codegen
Yesterday
- Swap vine swinging mount pose to standing - Fix offset y rotation - Increase drag to a more realistic level - Fix pooltable mountable not removing itself when dismounting
Yesterday
merge from decorative plants hackweek
Yesterday
Merge from missionobjective_findentities_optim
Yesterday
Fix some objectives searching on layers which are no good on the client
Yesterday
- Table can track multiple mountables - Can't mount if you're already mounted - Don't need to call kill - the table does it
Yesterday
- Setup v_spear anims/avatar - Fix inside terrain violation when jumpin on mountable - Viewmodel was set to wrong prefab - Viewmodel skeleton fix - Add viewmodel renderers to skinned mesh renderers
Yesterday
Fix pool cue viewmodel not spawning
Yesterday
- Manifest - Force mount the pool table mountable on use
Yesterday
Remove remaining game logic from pool table
Yesterday
- PoolGameController (all game logic: turns, win conditions etc) - Cleanup overal - Shooting logic (not connected yet) - Wire into PoolTable
Yesterday
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2 Days Ago
Merge from missionobjective_findentities_optim
2 Days Ago
Fix MissionObjective_KillEntity missing set initialized flag Fix MissionObjective_KillEntity showing both standard mission marker and ping marker together when pings are enabled Fix WorldPositionGenerator potentially throwing a NRE in editor
2 Days Ago
Fix HLMV/HLFaceposer crashing due to modern control styles * Apparently windows API bug where GetClassInfoExA returns garbage? Minor cleanup Fixed StudioMDL crashing More compile warning fixes
2 Days Ago
Cleanup
2 Days Ago
Fix HLMV/HLFaceposer crashing due to modern control styles * Apparently windows API bug where GetClassInfoExA returns garbage? Minor cleanup Fixed StudioMDL crashing More compile warning fixes Merge DetailObjectSystem fixes from TF2 SDK for 64bit
2 Days Ago
Remove turn animations from AK, seems to break stuff even tho they aren't used
2 Days Ago
updated the building topology and added a collider for tree guards
2 Days Ago
Clean(tests): same for UpdateNetGroup Tests: ran unit tests
2 Days Ago
Updated models and prefabs of swimwear 1 and 2. fixed clipping issues.
2 Days Ago
Clean(tests): same for MovePlayer Tests: ran unit tests
2 Days Ago
Push up temp animations and angles for turn in place, maybe they can be used as reference
2 Days Ago
Add secondary motion/foot scatter, re-format fields
2 Days Ago
Clean(tests): UpdateSubs injectLastVis default to true now Tests: ran unit tests
2 Days Ago
Ceiling lights just use the HasPower flag instead of On
2 Days Ago
Bugfix(tests): sae for TestNew_KillSleeperAndReconnect Tests: ran all ServerOcclusionGroupTests - they pass
2 Days Ago
Bugfix(tests): same fix for TestNew_KillSleeperAndReconnect Tests: ran TestNew_KillSleeperAndReconnect
2 Days Ago
Train tunnel light fixture material fixes.
2 Days Ago
fixed wrong conditional
2 Days Ago
Bugfix(tests): properly setup player's last visibility state in TestNew_Reconnect Tests: ran unit test - it passes
2 Days Ago
merge from reset_groups_command
2 Days Ago
Turn in place IK subsystem, turns the player's lower body towards where they're facing rather than just sliding the feet - still kinda robotic.
2 Days Ago
Bugfix: NetworkVisibilityGrid.IsVisibleFrom no longer reports visibility between hardcoded groups Failed unit tests by making Limbo group visible from main grid cell Tests: ran TestNew_MoveOther, no longer fails
2 Days Ago
merge from mortar_prototype
2 Days Ago
moved SendBufferedFlagChanges outside of circuit loop
2 Days Ago
Improve mortar uneven ground placement error
2 Days Ago
merge from main
2 Days Ago
Updating fpbconfig json with details for azure artifact signing
2 Days Ago
Fixed broken fixtures.
2 Days Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
2 Days Ago
using HasSubscribers method instead of manual check
2 Days Ago
Id and NRE fixes