133,811 Commits over 4,262 Days - 1.31cph!

10 Minutes Ago
Still heavily wip, run the watermap jobs from burst.
12 Minutes Ago
Start tracking buoyancy components to track them, split batches into deepsea/mainland.
1 Hour Ago
Use Vector:GetNormalized instead of GetNormal Fix wood_wire_angle* props spawning glass debris Fix PHX glass props spawning gibs in 1 spot Fix dissolve effect on entities without hitboxes
1 Hour Ago
First Iteration of easel painting with passthrough camera. - Added option for easels to toggle viewing scenery as the painting background - Added option for easels to toggle scenery background AND hide paintable, to fully view scenery
1 Hour Ago
Merge from space_station_weapon_skin
1 Hour Ago
Update: hook up PersistentObjectQueue as well - consolidate work scheduling to AddTo-/RemoveFromActiveTriggers - fixed an exception when unity sends 2 OnTriggerEnter for 1 entity (not sure how, but TriggerBase handled it already) Just the most complicated version left - custom queue with jobs Tests: jumped on and off from moving boat
2 Hours Ago
Merge from lr300_mag_drop
4 Hours Ago
- Some dynamic sizing so the profiler plays better on smaller screen sizes - Add large overall scroll view, so we can scroll around the main view if its too small
4 Hours Ago
added new sounds for the salvaged axe
5 Hours Ago
merge from cargo_ladder_fix
5 Hours Ago
Fixed not being able to get onto the two shorter ladders on the left side of cargo from a boat.
5 Hours Ago
component armour box
5 Hours Ago
Updating paintball gun qorld model rig with new mesh
6 Hours Ago
merge from entity_label_fixes 🏷️
6 Hours Ago
Updating paintball gin hierarchy
6 Hours Ago
enabled R/W on LR300 mag model, and turned off GPU instancing on renderer on effect , it now displays when dropped
6 Hours Ago
Run entity label clean tool Run manifest Commit 578 changed .meta files of prefabs that previously had incorrect entity labels, now fixed
Today
Fix bug causing incorrect labels for some entities
Today
Adding crude gesture v4 anim fbxs
Today
Fixed decals not rendering in Hammer Limit physics rescaling to prop_physics and sent_anim Re-add model scale to prop_dynamic in Hammer It works visually. Fixed Lua error with "" for rope material Resistance mines target Xen Aliens from HL1 Make Resistance Mine have proper name in killfeed Add `cable_dx8` to rope shader whitelist * Whyyyy is it DX8 Combine Mine relationship adjustments * Doesn't attack Combine Gunship, Manhacks, Stalkers * Always attacks barnacles * Respects IgnorePlayer and DisableAI settings Fixed client D.O.G. ragdolls leaving behind ropes on removal Set default m_flUseLookAtAngle for func_button to 0.8 (was 0) Prevent NPC animation events firing pistol weapons * Alyx model has "fire pistol" event, and so do the pistols, so the weapon ends up being fired twice in the same tick. Now we ignore animation events coming from the NPC, so the weapons only fire once. For now, this is limited to Pistols that NPCs can use. Fix Alyx firing 357 spawning reload shells Fixed nextbots in Source saves crashing on load Fix map load crashes with that one map I was sent Set min_use_angle to 0.8 in the FGD * 0.8 is the old default value, before the feature was added Fixed prop gibs stopping spawning after the 300th in multiplayer Apply the same fix for func_proprrespawnzone * Of it not being tracked properly like clientside physics props PR: Prevent recreating `GhostEntity` every tick with some tools Pull Request: Fixed wrong motor torque axis * Fixes the motor torque axis being wrong if the motor was rotated after creation and before first activation. Fix Lua errors in Sandbox derived gamemodes without spawnmenu Fix main menu Lua errors when start that one map Reimplement kickid from scratch The original implementation is kinda whack. Hopefully this new one fixes whatever issues people are having with it producing weird kick reasons (if the problem is even kickid to begin with) As a bonus kickid "STEAM_0:0:0" "reason" format now works too (previously STEAM_0 format did not work as a single argument) Patch some models cs_fix.mdl - Fixed it not loading zombie_soldier.mdl and soldier_stripped.mdl - Remove dependency on cs_fix.mdl, use z_anm.mdl and m_anm.mdl like they are supposed to for player models Rework internals of Player.Kick and game.KickID * They are now consistent with each other. Replace " with ', trim the command to 511 chars, apply newline at the end. Fix an issue with CBasePlayer::Kick Fix new Lua error with spawnmenu again * Why was it "HangOpen" and not "SetHangOpen" for spawnmenu.. Probably fixed floating addons on Linux Ensure we don't load saverestore files from mountable games Fixed a regression with Entity:CreateParticleEffect when using tables
Today
setting up paintball gun 3p animations
Today
Update: hooked up the crude queue, added server var - partial codegen (Grid<T> borkage) - Fixed a couple bugs with invalid tracking on TriggerParents in StableObjectCache Can move on to other queue impls Tests: craggy, toggled default and batched mode
Today
merge from main
Today
Fixed spawn command not calling UpdateNetworkGroup after detaching its children
Today
Disabled auto spawn on ghost ship spawngroups, now spawned by the deep sea itself Fixes ghost ship loot respawning on server restarts S2P all islands again, missed some spawn groups that were still disabling save
Today
Paintball Gun - added more tape to hopper
Today
merge from main to fix playmode
Today
Fix playmode being broken due to outdated protobuf serializer or merge conflict. Make grid constructor parameters optional to support static field codegen.
Today
update from main
Today
Merge: from main
Today
Reduce EnginePositionInfluences from 0.1 to 0.05, making engine position have less of an impact on boat handling
Today
fixed isredirect of on rpg so it now skins back to rocket launcher
Today
Rotate default placement of engines by 180 degrees so you can see the lights and fuel storage by default.
- Remove logs - Codegen - Cleanup
Today
Fixed ores respawning
Today
Fixed deep sea manager not generating the island navmeshs after loading a save, causing the island scientist to never spawn Fixed ores respawning Added deepsea.printloot command
Today
Male Mummy wraps reposed
notifications_indicator_fix_2 -> main
Dont read all noticies on init
Merge from space_station_weapon_skin
main -> notifications_indicator_fix_2
main -> mountplayersync_ai_bypass
- Added CLIENT/SERVER seperate profiling versions - Cleanup - Codegen
network_profiler_accumulate_packets -> main
- Swapped detailed packet profiler from an array over to a concurrent collection - Append new packets to a prexisting list rather than worrying about indicies and a fixed array size - Snapshot size finally reflects packets captured
Today
merge boat perf optimizations to main
Today
Merge from boat_costs (hull pieces can now be pricely separately to the rest of boat pieces - repair cost accounts for this too)
Today
Mummywraps female top and bottom reposed
Today
Use child entity count for MotionToggle cache invalidation.
Today
Merge from parent