141,129 Commits over 4,352 Days - 1.35cph!

Just Now
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8 Minutes Ago
Minor cleanups Rework CCachedRenderData bounds checking * Is now a warning + more checks Fix armor UI element being slightly longer than HP UI element HP and Armor HUD expands to fit 4 digits when necessary Slightly adjust ammo HUD to fit 9999s comfortably Default HUD supports showing Clip2 if weapon uses that * it also supports cursed combinations like secondary and primary without clips at the same time, primary without clips and secondary with, etc Try to fix ammo counter being red/orange when having ammo
17 Minutes Ago
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3 Hours Ago
Merge from 3p_spectator_improvements
3 Hours Ago
Merge from main
3 Hours Ago
merge from camera_fog_fix
3 Hours Ago
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3 Hours Ago
further reduce fogging in cameras
4 Hours Ago
set crypt building skin to 10472 and set up steam item and temp icon
4 Hours Ago
industrial shelving texture pass updates
4 Hours Ago
Bowless Crossbow - updated textures, added transmission texture to bowstring
4 Hours Ago
merge from main
4 Hours Ago
Set up inputs for new RRP compatible standard shader
4 Hours Ago
Missing rooftop objects
5 Hours Ago
part3
5 Hours Ago
Part2
5 Hours Ago
Apartment complex b fixes Split the roof into multiple objects
5 Hours Ago
setting up crossbow bowless vm prefab and anims
5 Hours Ago
Probably fixed Linux build error Mention sv_nomap_timeout in "no map" warning (once) CS:GO missing map icons Reject invalid Water shader combos
5 Hours Ago
merge from render_pipeline_testing
5 Hours Ago
remove unused uniform
5 Hours Ago
fix vfog density map not using configured shore distance falloff
6 Hours Ago
Merge from viewmodel_early_disable_fix
6 Hours Ago
Revert change to PlayerAnimation.controller and remove the new StateMachineBehaviours for it, they were fucked
6 Hours Ago
refactored to ScopedOcean to setup fixture-scoped flat ocean
6 Hours Ago
Various fixes.
Today
Bunch of more inconsistency fixes.
Today
minimum setup required to run a test with ocean
Today
setting up crossbow bowless viewmodel prefab, rig and anims
Today
Merge from mfm2
Merge from viewmodel_early_disable_fix
Fix issues with viewmodel and playermodel hold type override lingering around when holstering grenades normally New issue where setting the playermodel hold type override to persist no longer works correctly with 'client.prediction' off or when seen on other players, will look at next Updated PlayerAnimation.controller: - Added PersistHeldEntityHoldAnimationOverride state machine behaviours to 'attack' and 'throw' states
Today
Updating skinning for nomad hazmat
Today
attempt 2
Today
Implement CHAR_DIRSTEREO Also fixed a potential issue with CAudioDeviceSDLAudio Iterate over duplicator positioning * Do not render preview in depth/skybox pass, do not adjust dupe spawn height which affects tall dupes Fixed GM:AdjustMouseSensitivity returning nil still affecting sensitivity * Invalid returns were acting as 0, but -1 was expected for "no action". Now non number returns are treated as -1 Remove more "test" console commands * drawcross, drawline, cast_ray, cast_hull, test_dispatcheffect Change buddha messages to be send to client console Remove hidden "killtarget" concommand Make base gamemode load spawnpoint list from the entity * So we have 1 dynamic list of spawnpoint entities we want Lua to register and use Added MC:V to mountable games list Fix main menu being a tiny square for split second on game start up Minor change Unchange some hardcoded defaults for global EmitSound * Hopefully this is as simple as this for issue 6769 Fix Hologram/Distort render FX affecting attachment & shadow pos * This fixes driving a hologram jeep causing player view to jitter around with the animation. Fix HL1 ammo not respawning at correct pos with mp_weaponrespawn Remove some unused fields from HL2MP gamerules Added Black Mesa as mountable game * Also adds placeholder entities for some NPCs, such as guards, scientists and the HECU Slightly improve error handling for saving JPG/PNG files 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
Today
wip/test merge from main
Today
parts of /nature folder ok
Today
merge from main
Today
Updated FIrewood Holder Stack Prop to fix shading issue
Merge from PlayerRigUpdate2
Today
Updated Small Kitchen Cabinet A Prop LODs to be more optimized
Today
Refactor and additional fix
Today
merge from droppeditem_improvements (compile fix)
Today
merge from droppeditem_improvements (compile fix)
Today
Don't open or process light radial menu if map is open