141,877 Commits over 4,383 Days - 1.35cph!

15 Minutes Ago
Fix smoke grenade manager returns driving me crazy
19 Minutes Ago
transformchanged_cleanup -> main
23 Minutes Ago
Support food on corpses again
25 Minutes Ago
Save a few pennies in SmokeGrenadeManager::Move
32 Minutes Ago
main -> vendingmachine_ui_refresh
34 Minutes Ago
transformchanged_cleanup -> main
34 Minutes Ago
Space
35 Minutes Ago
- Only check if food in transform changed override for dropped entity - Only check if smoke in transform changed override for smoke grenades
35 Minutes Ago
Lower mortar deploy angle check to only allow placement on flat ground
38 Minutes Ago
Salvaged Icepick inventory sounds and weapon audio polish
39 Minutes Ago
Add mortar deployment guide prefab
39 Minutes Ago
merge from mortar_prototype
44 Minutes Ago
Fix mortar deployment NRE, fix socket mods using the wrong layers
50 Minutes Ago
Cleanup transform changed: - Only do checks on positional network update - Only do smoke grenade checks for smoke grenades
52 Minutes Ago
edited player animator controller so the3p jog backwards anim works correctly and set the walk animations speeds to 1 from 1.5 after exporting edited 3p walking animations to play at that speed correctly
1 Hour Ago
- Deselect support - Format changes
1 Hour Ago
- Lil pop anim when the search opens up - Dont create a tooltip if text field is empty - Add icon and placeholder text colouring support to input fields
2 Hours Ago
added a little low wall to the penthouse greybox separating kitchen/living
3 Hours Ago
removed collision from broken glass decal as it causes issues walking over moved some mesh decals up in radtown, radtown S2P
3 Hours Ago
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3 Hours Ago
this probably fixes it
3 Hours Ago
Merge from workbench_upgrades
3 Hours Ago
industrial electric furnace - reduced AO to 512
3 Hours Ago
io workbench visual point setup
3 Hours Ago
industrial electric furnace - game model - updated prefabs - Added stand in textures - Setup IO on off states in prefab - Added off and glass material
3 Hours Ago
Some setup on io.table.deployed
3 Hours Ago
industrial electric furnace - rename material to on state
3 Hours Ago
Fix bad merge
3 Hours Ago
main -> vendingmachine_ui_refresh
3 Hours Ago
server_browser_row_fix -> main
3 Hours Ago
Fix server browser only showing 4 entries until you scroll or change the page
3 Hours Ago
Removed example charms from accessory manager
4 Hours Ago
Fixed broken materials in backpacks and parental advisory charms Re-cached viewmodel textures, fixing the NRE Resized backpack texture sizes
4 Hours Ago
Prefabbed up Kiosk E parts. Kiosk E LODs, collision, prefab setup, plus shutter LODs and setup.
4 Hours Ago
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4 Hours Ago
brought length relaxation back up to 1, mistakenly tweaked and caused small clipping
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Merge: from unitask_reliable_taskpool - Optim: UniTask internal pooling now reliably caches items Tests: unit and perf tests, ran around Craggy with Jobs 3
4 Hours Ago
Optim: ensure UniTask.TaskPool reliably caches items - copied from repo at 88737fb5 Original version was written in wait-free fashion which permitted only 1 participant while failing others. Rewritten to be lock-free, which allows to guarantee pooling Tests: ran unit and perf tests. stuck breakpoints to confirm that repeated perf test invocation didn't have allocations. ran around craggy with jobs 3
4 Hours Ago
fixed draw distances on new static door prefabs and layer to world collisions for the apartment complex building
4 Hours Ago
Minor changes to entity classes Deletes C_BaseAnimating.m_bNoModelParticles (unused) Makes C_BaseEntity::m_fEffects, m_nRenderMode and m_nOldRenderMode private Removed C_BaseAnimating.SaveRagdollInfo, RetrieveRagdollInfo, m_bStoreRagdollInfo Moved some private/protected members around a bit (C_BaseEntity, C_BaseAnimating) Minor changes & cleanups * CBaseServerVehicle, CPropVehicleDriveable, CBaseAnimating rearranged some fields * CBasePlayer - rearranged some private fields * CHL2_Player - deleted UpdateLocatorPosition, SetLocatorTargetEntity, m_vecMissPositions, m_nNumMissPositions, m_AutoaimTimer, m_hLockedAutoAimEntity, m_hLocatorTargetEntity, m_flTimeNextLadderHint, DisplayLadderHudHint * CLogicPlayerProxy - removed defunct SetLocatorTargetEntity input * Restored mega grav gun armor reduction with hl2_episodic 1 Make "Unable to load module" give a reason in Windows More player and localplayerdata field reordering More field reshuffling * Deletes Panek::m_nHorizontalGradient, m_nVerticalGradient, m_nHorizontalGradientR, m_nVerticalGradientR (unused fields) Added ProjectedTexture:Get/SetSkipShadowUpdates Prevent invalid data in spawnmenu lists breaking search * Such as erroneously setting a weapon entry to a string or something Restore airboat speedometer thing Make "ProcessServerInfo failed" kick show a popup Update dxsuppor.cfg with some changes from HL2 cl_detaildist to 4096 high model & water detail for unknown cards Fixed r_rootlod with high numbers crashing the game Update default detailsprite material * Remove alpha testing and fix alpha fading of the detail sprites (rather than on/off "fading") Add missing CS:S painting textures Fixed $treeswaystatic not being copied to DepthWrite Add density sliders to fogui Undo changes to player_info_s CFixedCommandStorageBuffer bounds check Prevent NPE crashes with creating physics too soon * Entity:PhysicsInitBox and Sphere affected. Will throw console warning. Alias func_simpleladder to func_brush * Fixes L4D ladders not working Prevent infinite loops from EntityEmitSound hook Fix drive system not working fully in TTT Some HUD adjustments * Use 1440p HUD font size for 2560x1660, 4K remains unchanged * Make the notification font text slightly smaller, now better matches sizes between 1080p and 1440p with how it used to be @ 1080p Make Voice HUD use its own font + positioning fix * The voice panels no longer overlap ammo HUD at high resolutions
4 Hours Ago
merge mortar_prototype to main
4 Hours Ago
Some HUD adjustments * Use 1440p HUD font size for 2560x1660, 4K remains unchanged * Make the notification font text slightly smaller, now better matches sizes between 1080p and 1440p with how it used to be @ 1080p Make Voice HUD use its own font + positioning fix * The voice panels no longer overlap ammo HUD at high resolutions
4 Hours Ago
Regenerate protobuf serializers
4 Hours Ago
doubleconnect_eac_fix -> main
4 Hours Ago
Add extra guard rails to quick join so that spamming it wont connect multiple times to the same server. More changes to try and fix the EAC reconnect issue
4 Hours Ago
Fix animals not steering and scientists not facing target in unity nav mode
5 Hours Ago
Cleanup
5 Hours Ago
Merge from npc_gesture_heldentity_fix