136,242 Commits over 4,293 Days - 1.32cph!

4 Hours Ago
scientist_boats_gameplay_pass_4 -> main
4 Hours Ago
Compile fix
5 Hours Ago
scientist_boats_gameplay_pass_4 -> main
5 Hours Ago
main -> scientist_boats_gameplay_pass_4
5 Hours Ago
Use setup the correct starting rotation when mounting a turret
5 Hours Ago
Merge from workcart_leak_fix
5 Hours Ago
Run camera animation stuff in update rather than messing around with invokes or seat overrides
6 Hours Ago
- Fix head animations not working in build on the PT Turret - Stop get eye override cycling calling itself in some scenarios - Ensure IsEmpty is also set when jumping off a reloading turret - Remove Interface for mounted weapons - just look at the mounted weapon script instead
6 Hours Ago
fix PT boat turret movement sounds recycling too aggressively (fixes silent rear turret movement) fix PT boat turret dryfire sound spamming add light toggle sounds to PT boat (just playing flashlight on/off currently)
Fix paintball and pistol ammo english strings
Today
fixed signal computer scale genericspawnpoint now draws meshfilters at correct rotation/scale/position regardless of nested depth in prefab
Today
Add `client.receivelatency` cvar to simulate latency/ping for debugging.
Today
kitbashed a better signal computer
Today
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Merge from artist_pack_dlc
Fix paintball impact decals sometimes using generic bullet impacts Other impact effects should now be set to global if the effect happens to land on an entity. Global impact effects have spawn distance behaviour disabled if the initiator player is the local player. Looks like a bug, as it was set to be global if we hit non entities.
Today
Terrain renderer editor script
Today
Add terrain testing scene
Today
Add mesh spawn debug option
Today
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Today
merge from main
Today
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Today
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Today
Merge from water_junkpile_climb_fix_again
Today
Remove ladder volumes from floating junkpiles Add a new prevent movement volume extending underneath each wooden pallet collider by about 1m Prevents players getting stuck underneath junkpiles and makes them much thicker, making the jump out of water check more reliable
Today
Fix the mortar facing backwards when placing (even though ti's a placeholder model)
Today
Make the placeholder item icon for a mortar shell more distinct because a blue rocket is terrible
Today
Switch the adjustment tool from hammer -> pipe tool because holding E to pickup prevents the radial menu from opening
Today
Add per-player cooldown so you can't alternate mortars to fire faster than intended - set cooldown on both players & mortars - use prediction to set the cooldown on the client after firing the mortar so the UI for "Fire" doesn't flicker before the network update is sent
Merge from main
Today
Fix OSX compile error
Today
Make "Fire" take 2.5 seconds - shorten cooldown from 4 -> 2 seconds to compensate - using the progress bar to imagine some kind of loading shell animation and then the mortar would have a short cooldown after shooting before you can load the next one Keep setting up prefab - enable repair - set max health - reduce placement angle from 45 degrees to 15 degrees (since it's currently based on large box placement)
Today
func_movelinear supports changing parents * Fixed a bug on ep1_c17_01 Rearrange new field of CopiedDupe netmessage to bottom * Apparently there's some addon out there that overrides some duplicator functionality and breaks any changes, sigh. At least this way it should be less broken. Fix Alyx playermodel coloring covering some wrong areas Add some checks for voice chat gain manager * If current or target gain become inf or nan, reset. Also prevent division by 0. More fixes for potential crashes
Today
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Today
merge from main/naval_update
Today
HorseMask setup
Today
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Merge from naval_update
Merge from naval_missions
Merge from naval_update
Merge from main
Fix some weirdness with how missions were first getting loaded from player state on player entered game Expand log if loaded objective count data is wrong
Today
6 million microadjustments to the sky/weather to compensate for the black crush fix.
Today
merge from spinner_wheel_standard_material - switched spinner wheel over to metal smooth (and notified skinner community)
Today
Attempt to fix release build crash with Indirect Instancing enabled by avoiding (potentially buggy) NativeBitArray altogether.
Today
removed imported blank windmill materials, re-linked gibs to used materials, fixed material slot on gibs on windmill
Today
Fixing more rotational errors
Today
Fixing rotational errors for gesture anims
Today
talking animation polish pass
Today
Merge: from main