139,243 Commits over 4,352 Days - 1.33cph!

3 Minutes Ago
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13 Minutes Ago
exported edited salvaged axe refresh viewmodel animations
1 Hour Ago
Set default discord message colour to previous discord colour.
2 Hours Ago
Apply correct channel label colours. Colour external/discord messages correctly.
2 Hours Ago
fixed trim metallics
2 Hours Ago
updated charms ids and updated skins list
2 Hours Ago
second pass kiosk trims
3 Hours Ago
Updating armoured ladder hatch fbx
3 Hours Ago
more charms folder tidy
3 Hours Ago
WIP adding chat channel colour customisation. Added lookup funcs and colour config assets.
3 Hours Ago
Fixes
3 Hours Ago
merge from main
3 Hours Ago
Separated out interior of kiosk E + set dressing within prefab
3 Hours Ago
BunnySuit Texture fixes
4 Hours Ago
Allow Chinese lanterns to be placed on rock ceilings
Rin
4 Hours Ago
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Today
Added a super simple 3rd person rotation component for attachments
Today
Cull the third person attachment at 10m
Today
Convert remaining attachments to prefab variants
Today
Spawn attachments in 3rd person Turn off burst cloth for now Start converting all attachments into a single prefab variant for easier management long term
Today
Remaining lights.
Today
Update DLLs with latest W11 fix
Today
Merge from main
Today
Remove accidental include
Today
Possible fix for deep sea planters erroring when deep sea is closing Force spawn all deep sea static farm planters when deep sea finishes opening, don't allow any respawns while the deep sea manager is busy
Today
Merge from priv_softcore_nre_fix
Today
Possible fix for GetBuildingPrivilege client softcore NRE
Today
Merge from main No conflicts!
Today
Fix 64bit HLMV Fix a crash with improper usage of prop_ragdoll Fix physgun glow rendering in buildcubemaps * Just a dumb fix. Applied some more changes like not drawing physgun glow if player is invisible Fix potential crashing issues with GetModelMeshes Reset firing delay on weapon holster while in reload animation * So pulling out 357 or crossbow after starting reload doesn't lock you out of doing anything with the weapon for the duration of reload Fix animation canceling with the RPG reload * You can no longer holster and redeploy to bypass the reload animation after firing Minor cleanups Remove duplicate voice_scale from the blocked list Apply some clientleafsystem index checks from TF2 SDK Remove explosion sound from Emitter's underwater explosion Minor changes to util.SpriteTrail * No entity leakage on Lua error
Today
sunken /combat knife updates (now we have orientation model changes from main) - updated 3p combat anims with new prop orientation - removed entity offsets - set to follow r_prop instead of r_hand - updated holster positions
Today
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Today
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Today
Aniso setting fix
Today
Various light fixture stuff.
Today
Saloon kick updates - Updated player animator with correct anims - Added anim events
Today
Top bleed fix.
Today
Scene backup. Light prefab optimizations and tweaks.
Today
added offsets to the refresh salvaged axe mesh in entity and world model prefabs to match the original
Today
Bunny Suit Texture delete
Today
Bunny Suit Material and Texture Fixes
Today
Lighting stuff.
Added a button to toggle open/closed the command list
Today
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Fix command.GetOverride() NRE when populating the command list
Today
Light scene & related files.
Today
Fix creative.freebuild (setting grades) breaking with the boat building plan
Today
Fix 64bit builds of HLMV
Today
Apply name restrictions to concommand.Add * It's the same name restrictions as CreateConVar, so probably fine? Let's try removing Language system from dedicated servers Minor cleanup Do not check toolmode_allow convars for Utilities menu Clarify what "Max Ragdolls" server setting is Stop soundpatches on entity removal And also prevent soundpatches from playing with invalid entities. Spawnmenu calls CanTool clientside to mark server-disabled tools * This is an experiment which may end up error prone, but let's try it. The intent is to show in the spawnmenu UI when a server (or an addon) has disabled a particular tool. Implement drag'n'drop for HLMV * You can now just drag a .mdl onto the app to open it Minor cleanups Update AppID for CS:GO to use the new one Fix normals on balloon_classic LODs and camera.mdl LOD 3 Ship a fixed tri1x1.mdl * Fixed normals, fixed extra weird mesh Fixed some spawn crashes with some entities gmad.exe no longer overwrites existing files More model data validations Fix CreateLinkController leaking entities if misused Implement Combine APC aiming for players * I had this code laying around unfinished, and now its finished. * Also respect EnableGun for players only Lets try undoing changes to UTIL_PrecacheOther * I wonder if this causes ents.Iterator nulls Block mat_texture_list_txlod_sync just in case Fix "invalid format PHY" for old model formats Fix ents.Iterator getting NULLs again Limit Colour tool inputs to valid range
Today
Fix ents.Iterator getting NULLs again Limit Colour tool inputs to valid range