137,780 Commits over 4,474 Days - 1.28cph!

Yesterday
Prevented the night light volume component from being null in a build
Yesterday
Submitting alien costume with new mat names
Yesterday
merge from main
Yesterday
Removed old EngineUI prefab
Yesterday
Yeeted and moved more stuff
Yesterday
Clean: move IsNoClipping code to unit tests Tests: compiles
Yesterday
Moved the supermarket freezer in a more logical position, more space all around. Supermarket S2P
Yesterday
Removed old console code and prefabs
Yesterday
First pass on cow prefab Basic FSM with idle and roam
Yesterday
Merge from main
Yesterday
Added debug.emptytankermodule and debug.filltankermodule commands
Yesterday
Added some help to the water catcher panel
Yesterday
Adjusted unlock behaviour for crude to only allow removal while the tanker is on a car lift
Yesterday
Fixed an infinite GUILayout issue when inspecting modular vehicles Crude oil pump now requires powergrid to be active (level 1 for now) Adjusted rates, spawn less per tick but much faster ticks
Yesterday
Obfuscation fix
Yesterday
Created a new GenericMountableAnimationSubSystem Designed for mountables that just use a single clip (ie. most of them) Plays a given clip on a loop and swaps avatar mask to lower body only when a player equips an item Updated chair_animtest to demo behaviour
Yesterday
main -> game_room_dlc
Yesterday
Compile fix
Yesterday
Merge from satellite_crash, fixing static control computer not being mountable at launch site.
Yesterday
Merge from playermaintainedmonuments
Yesterday
Remove logging now.
Yesterday
Increase movement speed
Yesterday
Merge from monument_cc_logging
Yesterday
Remove control seeat from launch site s2p
Yesterday
Revert rolling changes Reduce stop threshold
Yesterday
Add the control chair to the control computer prefab itself
Yesterday
- Clean out a bunch of overly complex equidistant test code - Setup world spline with the correct values to ensure equdistance without a seperated method
Yesterday
Fix mount anchor visibillity. Fix insanely large bounds after prefab/art changes.
Yesterday
Merge from apartment_complex_monument
Yesterday
S2P apartment complex
Yesterday
Harsher pausing
Yesterday
Logging to figure out mount issue with control computer at monument
Yesterday
Missed files
Yesterday
Split pool table into client + server files to cut down on the bloat
Yesterday
Fix a ton of movement lag issues
Yesterday
Add monumentblocker_barrels_100x450.entity and its related gibs and settings
Yesterday
SatellitControlComputer.static.entity fixes and remove old disabled art
Yesterday
Merge from paintball_fixes
Yesterday
Fix paintball overalls always appearing white in third person Fixes for paintball gun entity not always having the correct visual state in third person
Yesterday
refactor watertreatmentplant gearbox to be one entity instead of a gearbox+wheelswitch - some duplicated code with the WheelSwitch but cleaner and removes bad coupling on standard fuseboxes - it fixes most issues and removes all the jank flag-based entity toggling stuff
Yesterday
Halloween costume fixes
Yesterday
Whitebox progress / more work on the collapsed tunnel
Yesterday
sound.Add throws errors when given no "name" or "sound" fields Fix normals on Crossbow and GravGun Lod 1 Move Black Mesa Deathmatch maps into Black Mesa category + icons Fixed some Black Mesa map sounds not playing Merged Pull Requests + Cleanups * Entity.BeingLookedAtByLocalPlayer optimizations * Reset stale gamemode details on server list refresh Revert stripping player weapons on Sandbox spawn * This breaks existing addons Remove the Ragdoll Low Violence manager * Removes `g_ragdoll_lvfadespeed` * Because we don't have the low violence system enabled/exposed, it is always forced off for multiplayer anyway, so don't keep asking the system to get the same answer every time. * What the system was intended to do is just fadeout ragdolls faster. That's it. Update config_default.cfg to set convars to their defaults * mp_decals and sensitivity. Were set to 2x their default, now set to the actual default.
Yesterday
Preserve order of cliff prefab operations. Run a pre-cliff baseline on the real procgen pipeline to get the state of terrain before cliffs are placed for accurate runtime recalculations. Don't move the camera when recalculating terrain
Yesterday
Whitebox progress Added NPC dwelling component for testing room randomization
Yesterday
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Yesterday
Update: ensure PlayerPos/LocalPos/Rot/... caches are initialized to accurate values when player connects Tests: none, trivial change
Yesterday
Clean: minor refactors - codegen Tests: none, trivial changes
Yesterday
gamesroom shotgun trap - textures updated - material updated