136,630 Commits over 4,324 Days - 1.32cph!

Yesterday
Paddle animation updates for in kayak and using paddle as weapon
Yesterday
Remove hold to place timer on boat building station
Yesterday
rebase on main
Yesterday
merge from main
Yesterday
merge from artist_pack_dlc
Yesterday
Disabled Tug boat spawns - they were the test bed which led to player built boats. Will explore reintroducing in future
Yesterday
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Yesterday
Add sidechecks to cannons to fix being able to rotate into no longer mountable spots.
Yesterday
Fixed incorrect settings on TC skins and xmas sled, doesn't look like it was breaking anything in game though
Yesterday
Added tests for checking common issues on redirects (item rarity, craftable, researchable, etc)
Yesterday
Default buoyancy batching to on.
Yesterday
Fix cannon handle spinning with buoyancy.
Yesterday
Merge from main
Yesterday
Fixed not able to skin space LR back into the default LR
Yesterday
Added a test for ensuring redirects are linked back to their source item, checks every redirect skin
Yesterday
Fix new scientists not working with hunting trophies Had to add a new OverrideClothing field to the HeadDispenser as the new scientists don't have a clothing inventory
Yesterday
Applied same logic to eat and clear options
Yesterday
Slight reduction
Yesterday
Harvest/Havest All/Clone/Clone All radial menu options now get disabled instead of being removed entirely if they are not available
Yesterday
Increase front turret rotate speed by 200 units
Yesterday
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Yesterday
Refactor Easel LOS checks
Yesterday
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Yesterday
Shorten time to first LOS check
Yesterday
Update to Easel LOS, now checks deployable layer
Yesterday
Alias prop_portal_stats_display to prop_dynamic * Fixes Portal 1 having missing elevators Material refcount changes * Fixed Portal 1 energy pellet having missing texture (0 ref count) * Do not precache AR2 ball materials until used, they can now also unload on map change * Do not forcibly precache muzzleflash materials that are not even used Render hook changes * Apply correct rendering matrices for PreDrawHUD and PostDrawHUD, so calling cam.Start2D is no longer necessary. * Move calling of PreDrawHUD slightly later, so it renders in the 2D view, just like PostDrawHUD does. * Moved GM:PostDrawEffects to be called slightly sooner than before, so it is called in the 3D view, not after it, and also is consistently called only when PreDrawEffects is Prevent opening chat with cl_drawhud 0 locking you out of main menu Do not precache some HL1 weapons Prevent gauss gun spewing about out of bounds values
Yesterday
set paintable reactive target culling distance to 100 from 35
Yesterday
fix modular boat sink sound playing again when entering range (firing it off as an effect from the server now)
Yesterday
WIP - script to export UI dropdown, sliders and toggles names, tooltips and values/ranges to be exported and loaded into ADX for more readable grafana/analysis.
Yesterday
reduce paintball gun attack/impact volume a little bit
Yesterday
merge from artistpack_storepage
Yesterday
apartments greybox progress, furnished with some readily available props and deployables for now
Yesterday
scene backup
Yesterday
compile fix
Yesterday
merge from print_speed -> main
Yesterday
update easel LOS from shelf
Yesterday
Added `printspeed` command to help measuring boat speed
Yesterday
Extra LOS checks for easels being blocked by deployables
Yesterday
merge from naval_update
Yesterday
Merge from boat_dmg
Yesterday
More fixes and damage consistency
Yesterday
Component Box Ammo - Updated textures, model, materials, misc prefab setup
Yesterday
Collider fix for paintable reactive target
Yesterday
Fix reactive target being lowered after network range re-enter
Yesterday
Added artist pack showcase
Yesterday
Merge from main
2 Days Ago
Added sign to kiosk F blockout
2 Days Ago
kiosk B block in. plywood, glass and corrugated metal textures added.
2 Days Ago
Fix compile error
2 Days Ago
Fix issues with paintball overalls not always updating colour on the viewmodel arms