142,571 Commits over 4,383 Days - 1.36cph!

Today
custom editor for attachments to help joint config
Today
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
Today
Update: ensure projectile stable indices are packed This simplifies code and opens up the door for better cache utilisation & simd processing, but currently savings are on the noise level Tests: unit tests + shot around player with 2 clients connected
Today
Made the LODBakerTest script compatible with the new Bake functions arguments
Today
Update default spawnlists a little * Replaced barrel model to a destructible one, added the 2 CS:S paining models that had their textures fixed recently Fixed Player:Lock and server spawns causing drowning noise FGD cleanups * Remove fireballsprite from env_explosion (never did anything) * Remove coldworld and xbox specific fields from worldspawn * Remove WaveHeight from func_water_analog * Remove SetLocatorTargetEntity from player_proxy entity * Turn some number fields/inputs from strings to floats Fixed crash due to recent physgun beam changes Show end of the URL in HTML panel messages
Today
updted upgrade placements for engineer and workbench tier 1
Today
M39 - Deleted duplicate overrride controller - Hooked up aim firing anim correctly
Today
Fixed crash due to recent physgun beam changes Show end of the URL in HTML panel messages
Today
Merge from parent
Today
deleted duplicate 3p spas anims
Today
moved l96 holdtype to correct folder
Today
Cherry Picked from 130098 (Removing LOD Baker debug code)
Today
Cherry Picked from 130097 (Multiple source mesh support within the LOD Baker script)
Today
merge mortar_prototype to main
Today
Remove previousLegAnimatorState tracking, apparently I added that for nothing
Today
merge from main
Today
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Today
More setup tests
Today
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Today
Removed hull_corner prefabs, unused
Today
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Today
merge mortar_prototype to main
Today
Fix cooking tests failing Improve the existing ones, add a note to expand in the future
Today
Clean: cache span from ActiveTriggers.Objects Tests: none, trivial change
main -> vendingmachine_ui_refresh
Today
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Today
Merge: from main
Today
removed uneeded anims events from some 3p anims
Today
Merge: from terrainkick_nre_fix - Bugfix for NREs caused by kicking players(invalidating iterators) while looping over StableObjectArray Tests: kicked self through clipping in terrain - no NREs
Today
Merge: from main
Today
industrial electric furnace - gibs - corpse model - updated prefabs - ran manifest
Today
Optim: Avoid double indirection when looking up active triggers - enabled by use of invalidating RemoveAtSwapback TriggerParent.StableIndex is only const during a frame, it now can change between frames Tests: built a 3-piece boat with a ladder, jumped around it
Today
Updated player update animation import preset
Today
exported edited 3p swimming anims
Today
Test placement for accelerate. item setup.
Yesterday
merge from automated_testing
Yesterday
Added category selection to the test runner window
Yesterday
Fixing prisoner hood skinning and missing LODs
Yesterday
Pool table animation clips - loop and prop pass
Yesterday
engineer table stripped - updated
Yesterday
Merge from parent
Yesterday
merge from automated_testing
Yesterday
Fixed TestConveyorSplits and TestConveyorTransfer failing during setup because of stability All entities were spawned at 0,0,0 together and groundwatch was killing them Now setting server.stability to false in setup
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Updated some old client tests to use scoped convars
Yesterday
SetUp and TearDown can now fail the test is they throw They run using ExecuteTestInternal like the tests
Yesterday
Test runner window now supports repeated tests
Yesterday
Update wolf population asset with new convar
Yesterday
merge from main