135,770 Commits over 4,444 Days - 1.27cph!

16 Days Ago
Cleanup prefab path
16 Days Ago
round up BDU projectile protection this time without a bunch of random shit changed
16 Days Ago
round up BDU projectile protection
16 Days Ago
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16 Days Ago
mp5 deploy update
16 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
16 Days Ago
Do not try to init vaudio_speex when using Steam voice Build vaudio_speex on win64 for `sv_use_steam_voice 0` support Removed a bunch more Xbox360 GameUI code * Removes point_bonusmaps_accessor entity Update Workshop stats in Steam according to Steam constraints Prevent player.CreateNextBot and `bot` command in singleplayer Fixed SpawnIcon positioning for certain models (Community Contribution) Crossbow bolts tweaks * Fixed crossbow bolts hitting surrounding bounds of weapons and ammo/etc entities * Make hitting invulnerable props apply physics force to them. This was partially a bug with changes to being able to reflects bolts off of props. Fixed potential crashes in material system
16 Days Ago
update apartment_complex_monument/prototype
16 Days Ago
Deploy and shadow animation updates on rifles
16 Days Ago
debugging options for seeing thrown darts in debugcam, fixed logs, fixed prefabs of scoreboards, fix crashing in 2p postgame
16 Days Ago
Disable skin viewer view in hands button for held entities not using the viewmodel camera (cultist deer torch)
16 Days Ago
Fixed guitare skin viewer framing
16 Days Ago
Fixed table skins not loading in the skin viewer
16 Days Ago
Ground floor mesh decals
16 Days Ago
fix 3p animations facing sideways oddly (turn off SpineIK on animation subsystem, apply extra rotation to anims)
16 Days Ago
Merge: from stringview_indexof_fix
16 Days Ago
Phrase update
16 Days Ago
Merge: from main
16 Days Ago
Initial attempt at a Train Ai that can patrol our existing rail network: - Based off the backend systems for Boat AI - Will reverse at dead ends - Will only work if theres a driver in the train car
16 Days Ago
Bugfix: StringView.IndexOf - prevent skipping a character if we had to abour a sequence match This affects Contains, Replace and IndexOfAny as well, as they depended on IndexOf Tests: ran unit tests, they pass
16 Days Ago
Update(tests): add a unit test case for StringView.IndexOf failing edge case Tests: test fails as expected
16 Days Ago
Setup components to allow for holosight to hide its sight rail depending on gun it is attached to
16 Days Ago
Apartments compelx communal areas progress Ground floor lobby dressing and lighting
16 Days Ago
Probably fixed CGameClient::Reconnect Combine APC vehicle tweaks * Replace the vehicle entity with the big gib in undo/cleanup systems when the APC explodes * APC can now explode without a driver * Prevent potential crashes at entity limit Fixed m_UseFastClipping being set to a pseudo-random value on game start DxSupport tweaks * Reduce cl_detaildist to 3k from 4k * Delete dxsupport_sp, dxsupport_episodic (unused files) * Load the dxsupport.cfg from bin/ always, not from bin/win64/ for 64bit and bin/ for 32bit * Disable support for dxsupport_override.cfg (unnecessary) Fixed DxSupport loader parsing numbers from hex to decimal twice * KeyValues system already magically parses 0xFFFF type strings into a float, so ReadHexValue doesn't need to exist anymore. Remove obsolete convars from dxsupport * mat_parallaxmap, r_decal_cullsize Fixes for 64bit Hammer displacement tools Fix annoying compile warnings about hiding global/member with same name Fixed VBSP not being able to "render" LightmappedGeneric_4WayBlend Hammer tweaks & fixes * Prevent spam about missing $spriteFrame * Fixed sprites with the same material only ever rendering with one render mode, even if different sprite entities use different render modes with the same material * Make env_sprite placeholder box different color from env_sprite_clientside * Sprite helpers inherit entity color, so env_sprite's show correct color Fixed Hammer carve wiping all overlay faces, even if they are not carved * Also fixed undo breaking info_decal preview (NOT OVERLAYS!!!) Delete dxsupport files from bin/win64/ (no longer used) Move vtex.ico into src/utils/vtex/ from game/bin/
16 Days Ago
fix underwater post processing not working in proc map
16 Days Ago
Flare fix
16 Days Ago
Fixed issue allow random position to fall outside of the targeting radius. Reworked to also be more random and less weighted around center of targeting radius.
16 Days Ago
Cherrypick 152932, 153053, 153256, 153278, 153279 onto new branch
16 Days Ago
merge from main -> apartment_complex_monument
16 Days Ago
merge from main -> PlayerMaintainedMonuments
16 Days Ago
DLC industrial light recovery. Fixed skewed tones.
16 Days Ago
Glass AR - texture update
16 Days Ago
Updated AO resolution for all bdu and ballistic items
16 Days Ago
Updated textures resolution for ballistic leg armour and ballistic helmet.
16 Days Ago
CR fix
16 Days Ago
Fix rotation/offset bug now I can actually see what the thrusters are meant to be doing.
16 Days Ago
m92 charm anchor tweaks
16 Days Ago
removed corridor fbx from blockers folder
16 Days Ago
Static version of industrial barricade for material checking
16 Days Ago
Add ability to send and load delta changes in the player metabolism system. Use a header mask bit to discern whats in the proto
16 Days Ago
Bugfix: StringView.IndexOf - handle seraching for empty same way as string - amended unit tests to enforce mathicng results check Tests: ran unit tests
16 Days Ago
merge from storepage_industrial
16 Days Ago
Added ConVar.Satellite.show_thruster_effects to toggle editor debug display. Some wip refactor/cleanup.
16 Days Ago
Added branded 9x16 media for pack showcase
16 Days Ago
edited vm empty magazine reload animation so it looks like the mag release button is pressed
16 Days Ago
Industrial decor pack showcase
16 Days Ago
Update: StringView - add StringOptions overloads to StartsWith, EndsWith - added unit tests to cover new methods Tests: ran unit tests
16 Days Ago
bunch of small shadow casters optims around apartment complex monument props experimenting with shadows off on overgrowth prefabs. Visual difference minimal so far, decent savings in places
16 Days Ago
Updated conditional mesh to improve clipping issues on vagabond jacket.
16 Days Ago
Update: StringView now supports StringComparisons when comparing to other StringViews - expanded unit tests to cover this Tests: ran unit tests