155,654 Commits over 4,536 Days - 1.43cph!

Yesterday
merge from new_navmesh_fixes
Yesterday
merge from Floating_bandage_fix
Yesterday
merge from oilrig_light_fix
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
Renamed deployed entities to include .Deployed per convention.
Yesterday
Setup missing socket/checks on gate
Rin
2 Days Ago
merge from mt_snapshot_saving
2 Days Ago
merge from main
2 Days Ago
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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2 Days Ago
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
3 Days Ago
Adjusted and balanced holstered weapon positions to sit closer to chest armour
3 Days Ago
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3 Days Ago
Fixed test runner window not showing the in progress icon on a test running its cases
3 Days Ago
merge from main
3 Days Ago
merge from cookingworkbench_kettle_fix
3 Days Ago
merge from settings_dropdowns_fix
3 Days Ago
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3 Days Ago
3 Days Ago
Fix placement guide rotations. Hookup icon links and generate/assign icons.
3 Days Ago
merge from store_nre_fixes
3 Days Ago
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Randomised rooms for train tunnels - UV fixes on boiler room. Started first art pass of Small Room C.
3 Days Ago
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Bunch of building help/glyp improvements. Add building hints. Analogue inputs now support glyph display too.
3 Days Ago
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3 Days Ago
More improvements, prompts, help display.
3 Days Ago
Animal Fence LODs and gibs
3 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
3 Days Ago
let subsystems contribute to IK, move shields to it
3 Days Ago
optim: only add root matrices when we're doing foot IK
3 Days Ago
run job ik on a single playable graph with two outputs rather than two playable graphs
3 Days Ago
added textures, mesh and material for test of cow pattern material.
3 Days Ago
clean up, move things into a single playerik module rather than 3 different layers, run formatter
3 Days Ago
more merge error fixes, nuke old ParentArmsToCamera - its done in jobs now.
3 Days Ago
More glyph support and fixes.
3 Days Ago
Missing files
3 Days Ago
More LOD texture optimizations and rebaking