140,595 Commits over 4,352 Days - 1.35cph!

46 Minutes Ago
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54 Minutes Ago
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1 Hour Ago
merge from main
1 Hour Ago
merge from render_pipeline_testing
1 Hour Ago
fix error spam and water going invisible from water body mesh being null
2 Hours Ago
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2 Hours Ago
Remove unintentional change that breaks Linux/macOs builds
3 Hours Ago
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3 Hours Ago
Merge from main, lots of conflicts All merged successfully except for syringe, used the version from main as that was recently updated PlayerAnimation controller merged automatically, will need verifying
3 Hours Ago
Change navmesh.GetNavAreaCount data source * Fixes its return value not matching getAllNavAreas return count Fixed a crash with trigger_tonemap & some other issues * Also fixed `trigger_weapon_strip` preventing weapon pickup indefinitely if removed while player is inside the field Updated FGD files * func_useableladder origin KV is now defined (since its auto generated) Try to fix trigger_playermovement sticking when removed with a player in 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)
3 Hours Ago
Added swimming sound events
3 Hours Ago
Added locomotion footstep sound events
3 Hours Ago
merge from main -> deep_sea_sleeping_bag
4 Hours Ago
Bugfix(tests): ProjectileTests now pass - Skip god mode overlay setting for local player in tests - explicitly enable main shield collider after spawning Tests: ran ProjectileTests unit tests
4 Hours Ago
Bunny ears and onesie show in conveyor filters
4 Hours Ago
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4 Hours Ago
Scale down waterwheel 80% to fit in 1x1
4 Hours Ago
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4 Hours Ago
merge from main
4 Hours Ago
Remove mounted check
4 Hours Ago
fix scale not working on prefab deploy guides
4 Hours Ago
wip
5 Hours Ago
don't overly downsample shadow map for vfog
5 Hours Ago
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5 Hours Ago
merge from world_serialization_high_compression
5 Hours Ago
Fixed flickering being broken.
5 Hours Ago
merge from Armored_ladder_hatch
5 Hours Ago
fix name collision in maintaining backwards compat
5 Hours Ago
Fix deep sea icon not assigned to sleeping bag button prefab
5 Hours Ago
B, C, D and E consistency pass.
6 Hours Ago
Scene backup
Today
Hooked up fishing anims in main player animator
Today
More fluors.
Today
Bowless Crossbow - first viewmodel iteration
Today
Reduced brick size on Kiosk F. Added shutters for rentable shop A, D, E, F (wip)
Today
setting up salvaged hammer refresh viewmodel prefabs/animations
Today
merge rust_relay_server -> main
Today
Bugfix(tests): fixup ServerProfiler tests that are sensitive to type hierarchies - release binaries from a496e80e Tests: ran ServerProfilerTests
Today
merge main -> rust_relay_server
Today
Merge from improved_network_groups
Today
Add additional logging for websocket connection
Today
Bug fixes for checking visibility across different network group layers when they have different cell sizes
Today
Buildfix(tests): all modes compile Tests: clicked through all modes
Today
Clean(tests): rest of Assembly-CSharp-Editor.dll tests restructure Just gotta make sure all platforms build and check if unit tests pass Tests: none
Today
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Today
Audio file changes and added inventory sounds
Today
merge from new_console-ui
Today
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Today
Scene backup. Related light materials tweaks.
Today
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