141,129 Commits over 4,383 Days - 1.34cph!

Yesterday
Bowless Crossbow - worldmodel and LODs
Yesterday
Defensive upgrade now adds +bonusSlots to actual crafting roll result. Default is +1
Yesterday
Apartment stove FX & lighting prefab & related files. Perma-enable attached it to the prefab, for now.
Yesterday
Bugfix: don't overwrite callstack depths for frame 0 with values for other frames when multiple frames are found Tests: ran Export2FramesTorn - it passes and looks correct-ish (same wrong offset as in Export2Frames)
Yesterday
Bugfix(tests): fix invalid test logic in ExportExtraEnd2Frames - renamed ExportExtraEnd2Frames to Export2FramesTorn - added Export2Frames (shows invalid frame start - this is new) Tests: ran unit tests, failures where expected
Yesterday
exported latest crossbow bowless viewmodel  anims and updated rig
Yesterday
Fixing skinning for gingerbread man suit
Yesterday
Added ItemModContainerArmorSlot to 90+ additional clothing items so they can receive slots exclusively from the defensive upgrade. (list will need sanity checking if we do take this route)
Yesterday
Merge: from networkgrid_iterationspeed_changes - Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings) Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
Yesterday
Fix croc diving and charging
Yesterday
Update(tests): add ExportExtraEnd2Frames Test passes but looks incorrect Tests: ran unit tests
Yesterday
Add support for CraftedWithDefensiveUpgradeOnly. Setup beenie hat item as a test.
Yesterday
Bugfix: potentially support exporting profile of Recorder started inside a method and finished outside Need to write more tests to validate it works across frames - not confident about it. Tests: ran ExportExtraEnd - passes. ran all others - still valid
Yesterday
enable screen edge fade on eyeAO materials
Yesterday
computer station IO setup - no IO for static computer stations
Yesterday
add toggle for refraction screen edge fade behavior
Yesterday
Fix croc swim speed
Yesterday
Remove unecessary double reset of croc swim depth, remove log spam in sense component
Yesterday
Fix animals slowing down to a crawl when fleeing
Yesterday
Update(tests): emit valid timestamps when running profile exporter tests Tests: confirmed seconds-scale ranges in perfetto
Yesterday
Mannequin poses
Yesterday
Fix a few shader compilation errors with rare variants
Yesterday
Make mortar 3 functional: - swap out the script to allow for overriding behaviour. (empty for now) - hook up mortar shells as ammo - fix missing references for animator, ammo, fuse
Yesterday
Bugfix: handle cases where main thread doesn't have any profiling marks Veeeeeeery unlikely event to happen, but should be supported Tests: ran ExportEmptyMainThread test - it now passes
Yesterday
Fix animals looking behind unnaturally, bring back the fix from previous implementation
Yesterday
added a bunch more boat layouts for testing
Yesterday
Reduce guaranteed slots from defensive to 1
Yesterday
New(tests): ProfileExporter unit tests Synthesizes basic profile streams and sees if it sucesfully exports them, without checking contents. Tests: ran tests, 2 fail. inspected some outputs of passing ones
Yesterday
merge from render_pipeline_testing (reflection fix)
Yesterday
fix vclouds not showing up in water reflections in BiRP
Yesterday
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
Yesterday
Yesterday
Industrial Autoturret - Updated textures
Yesterday
Fixing skinning for lumberjack hazmat
Yesterday
New gesture animation polish pass
6 Days Ago
Simplify how we get Steam APIs * The new SteamAPI versions do not have the "api context" stuff anyway. * Deletes IGet::SteamRemoteStorage, SteamApps, SteamScreenshots, SteamUser, SteamFriends, SteamGameServer, ResetSteamAPIs Fixed another NPE crash with HLTV Fix some prediction errors with HL1 weapons * These weapons take too much effort Minor weapon prediction fixes * SLAM fixes * Minor Gravity Gun prediction fix (for holding right click) Re-multiply SWEP slot positions by 100 again * This is part of a hack that was removed, but mods are expecting this behavior now, so we restore the *100 part Update default spawnlists * Added Tool Gun world model to Garry's Mod spawnlist * Updated CS:S spawnlists - merged characters and weapons to "Counter-Strike" spawnlist New CS:S spawnlist to include ALL props from CS:S * Old "Map Props" spawnlist removed, add 2 new ones that contain all the models, one with the more useful ones, one with the less useful ones Merge PR to update default spawnlists Sort Browse => Games/Addons in spawnmenu using lowercase text * Fixes some models, such as W_AlyxGun appearing out of order Update 2 more spawnicons Fix combine dropship not flying away after deploying troops ILuaThreadedCall virtual destructor Updated spawnicons * Added spawnicons for most CS:S props, rerendered weapon icons to be brighter Apply a hack to hide toolsocclusion on MC:V maps Make some warnings use RED text * Bad lightmap extents on material, srcds_run warnings/errors Fix fallback skybox texture using non existent textures Fixed some potential crashes
Yesterday
merge from waterwheel_deployable
Yesterday
fix label of new io info on item
Yesterday
Workbench level 2+3 loot panel assignment
Yesterday
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Yesterday
fixed missing texture on tier 2 workbench
Yesterday
Add a workbench vitals prefab with the new setup, replace existing ones with it.
Yesterday
drag consistency fix - track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values - all tests now passing
Yesterday
Mannequin fbx update
Yesterday
Merge from vital_icons
Yesterday
merge from main
Yesterday
Ton of general workbench client/server compile fixes
Yesterday
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Yesterday
Merge from chainsaw_hotspot_gathering
Yesterday
Merge from main