142,271 Commits over 4,383 Days - 1.35cph!

11 Days Ago
Split dump commands into parts (adding, no change to original) - Animators - Entities - LODGroups - Network - Physics - Root Objects (all gameobjects all scenes) - Warmup - System info
11 Days Ago
Merge from prototype
11 Days Ago
//Todo
11 Days Ago
More workbench UI work for prototype upgrade
12 Days Ago
Replace temporary firing animation with the mortar attack animation, implement handle rotation, fix low/high sweep transitions not fully crossfading. Change mortar yaw transform to not rotate the whole mortar with it, fix all the bugs involved. (mount/look rotation)
12 Days Ago
Deployable test for containers missing inventory open & close sounds Flags the new tin can alarm
12 Days Ago
fix CCTVRemoteCamera missing vclouds and vfog components
12 Days Ago
Minor cleanups * Send/RecvPropInt => Sent/RecvPropBool where appropriate for players Reduce network bits of various net props * These have unnecessarily large (32bit) networked properties, so we reduce them to only as large as needed * CBaseCombatCharacter, CColorCorrectionVolume, CEnvProjectedTexture, CEnvScreenEffect, CFish, CTEBaseBeam, CTEExplosion, CTEMuzzleFlash * SLAM, Pistol, Gravity Gun, HL2 Machine Guns, Grenade, CBaseCombatWeapon, CPhysGunBeam * HLS shotty, satchel, hornet gun, gauss gun * CNPC_Puppet, CHL2PlayerLocalData, CPropAirboat, CNPC_Portal_FloorTurret, CNPC_RocketTurret, SmokeTrail, RocketTrail, CSteamJet, CBaseToggle, CCollisionProperty, CGMODRules Delete TE_Impact (seems unused?) Removing unused stuff * Removed UTIL_MuzzleFlash (unused) * Removed CWorld.m_flWaveHeight, m_bColdWorld (networked, unused) * Removed CBaseDoor.m_flWaveHeight (networked, unused) Network m_bLocked for prop doors to clients Network m_bLocked for vehicles and prisoner pod to clients Network prop door m_eDoorState to clients * For mods to do with as they please
12 Days Ago
Blend between low/high sweep animations on mortar when aiming/up down to make hand IK not look crazy.
12 Days Ago
Add a way to use multiple animation handles with the player model.
12 Days Ago
fix default rotation of pumpkin in painting menu
12 Days Ago
tighten up waterwheel dismount positions
12 Days Ago
Initial setup for new vending machine admin ui
12 Days Ago
Missing files
12 Days Ago
update phrases - fix overfished message - waterflow message - lootinsafezone msg
12 Days Ago
Bleed fix.
12 Days Ago
More monument scene lighting fixes for updated assets.
12 Days Ago
Merge from main
12 Days Ago
exported latest bowless crossbow viewmodel anims
12 Days Ago
Renamed neon sign textures to new conventions. Added open and closed cateogories in kiosk hierarchies in Kiosk A - F
12 Days Ago
Scientist Santa restored in the santa sleigh
12 Days Ago
Restore path highlighting
12 Days Ago
Start making conversation for apartment vendor NPC
12 Days Ago
Code gen
12 Days Ago
merge from mortar
12 Days Ago
Mortar anim updates
12 Days Ago
Seperate upgrade path logic for prototype/regular
12 Days Ago
Comitting some mitting metas
12 Days Ago
More neon sign work - new art, LOD0s only so far, some texture adjustments
12 Days Ago
More UI
12 Days Ago
move "inventory full" toast behind the inventory UI, blocks too much
12 Days Ago
replaced door meshes with door prefabs on kiosks
12 Days Ago
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
12 Days Ago
Bugfix: ensure players are detected on the border of the network cell - expanded unit tests to cover these cases Tests: ran unit tests
12 Days Ago
update apartment_complex_monument/prototype
12 Days Ago
Buncha fixes.
12 Days Ago
Fix a test fixture convar
12 Days Ago
apartment doors lods, collision and static prefabs
12 Days Ago
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
12 Days Ago
More UI setup
12 Days Ago
Merge: from main
12 Days Ago
Bugfix: fix HasConnectionsClose & GetCloseConnections missing players in medium and large ranges - also add a unit test to validate Connections overload Tests: ran unit tests
12 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
12 Days Ago
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
12 Days Ago
Revert some UI changes/behaviour. Add separate prototype panel to techtree. Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
12 Days Ago
merge from main
12 Days Ago
Set new pitch clamps to match animations (30-60deg), update IK hand targets
12 Days Ago
Bugfix(tests): adjust player spawn distance for TestNetworkRange.OutsideRange cases They can land on a boundary, making it more difficult to reason when working across small/medium/large layers Tests: ran the tests, same results
12 Days Ago
Bugfix(tests): expand TestServer's network grid from 1k to 2k Previously it was too easy to accidentally setup an out-of-bounds scenario, leading to confusing test failures Tests: ran related tests, discovered couple tests are failing (unrelated to this change)
12 Days Ago
Avoid repeated calls to Terrain.activeTerrain