155,645 Commits over 4,536 Days - 1.43cph!

Yesterday
Merge from main
2 Days Ago
cherry picked martyns rail hide code from changeset 153305 - allows the holosight rail to hide depending on the weapon its attached to.
2 Days Ago
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cherry picking 8x scope, handmade sight and holosight refreshes
2 Days Ago
Add entity names to "MOVETYPE_FOLLOW with no model" warning Implement CTRL+Backspace and CTRL+Delete for text entries Try to prevent game breaking states with silly values of m_yaw/m_pitch Minor cleanups Added "session_begin_ignore_version" hammer command * If you brick your VMF with this, don't blame me Add description to r_PhysPropStaticLighting Move "dynamic shadow poke through" "fix" to opt in convar * r_shadow_clip (defaults to off) - it being enabled causes shadows to be clipped erroneously sometimes Try preventing "non positional" control points bloating particle bbox * This should help with particle sorting * Marks C_INIT_RandomColor C_OP_RemapAverageScalarValuetoCP C_OP_RemapCPtoScalar as using non positional control points (in addition to the existing ones) * This could potentially cause issues where these non positional operators act on positional control points used by other control points, but who would do that?
2 Days Ago
merge from main
2 Days Ago
merge from automated_testing
2 Days Ago
main -> grenade_client_prediction
2 Days Ago
Adjusted and balanced holstered weapon positions to sit closer to chest armour
2 Days Ago
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Fixed test runner window not showing the in progress icon on a test running its cases
2 Days Ago
merge from main
2 Days Ago
merge from cookingworkbench_kettle_fix
2 Days Ago
merge from settings_dropdowns_fix
2 Days Ago
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Fix placement guide rotations. Hookup icon links and generate/assign icons.
2 Days Ago
merge from store_nre_fixes
2 Days Ago
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Randomised rooms for train tunnels - UV fixes on boiler room. Started first art pass of Small Room C.
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Bunch of building help/glyp improvements. Add building hints. Analogue inputs now support glyph display too.
2 Days Ago
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More improvements, prompts, help display.
2 Days Ago
Animal Fence LODs and gibs
2 Days Ago
- Simplify cow needs to be easier to balance and understand as a player: remove mood as a tracked value, mood is just computed on demand by min(fullness, hydration, personal space) - HP just converges to mood so that happy cow is full hp, sad cow dies automatically, and eating automatically heals => added benefit: cow condition becomes cleanly visible to players through the healthbar - Sleeping cows needs are frozen instead of ticking down - Add ultra compact building to benchmark (multiple cows in a 1x1 with through or shelter) - Fix benchmark not having water source for free range cows, causing free range cows to produce less scrap
2 Days Ago
let subsystems contribute to IK, move shields to it
2 Days Ago
optim: only add root matrices when we're doing foot IK
2 Days Ago
run job ik on a single playable graph with two outputs rather than two playable graphs
2 Days Ago
added textures, mesh and material for test of cow pattern material.
2 Days Ago
clean up, move things into a single playerik module rather than 3 different layers, run formatter
2 Days Ago
more merge error fixes, nuke old ParentArmsToCamera - its done in jobs now.
2 Days Ago
More glyph support and fixes.
2 Days Ago
Missing files
2 Days Ago
More LOD texture optimizations and rebaking
2 Days Ago
Industrial structures LOD texture optmization / rebaked a bunch of LOD textures with the LODbaker because the old ones no longer match the updated materials / tweaked LOD distances on some buildings to make the baked LODs kick in sooner
2 Days Ago
More LOD texture optimization
2 Days Ago
More LOD texture optimization and some rebaked textures
2 Days Ago
Iceberg LOD textures / rebaked some of the textures to match previous lods better / improved ice sheet materials due to degradation over the years
2 Days Ago
Merge from main
2 Days Ago
Merge from the old animals to new system port
2 Days Ago
fix merge error, update ik changes for shield subsystems
2 Days Ago
Show correct gamepad glyp for look at
2 Days Ago
Bugfix: avoid MRU modification when accessing it in BasePlayer.Save Originally intended implementation, looks like I derped awhile ago. Tests: booted into craggy with Jobs 4