134,721 Commits over 4,293 Days - 1.31cph!

3 Days Ago
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3 Days Ago
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3 Days Ago
Merge from naval_update
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3 Days Ago
Merge from main
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Merge from sprinkler_vis_refactor
3 Days Ago
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small Fixed a couple of curtain prefabs in the casino that were broken The exterior curtain now appears in the HLOD mesh S2P all floating cities
3 Days Ago
Add profiling marker to terrain render
3 Days Ago
merge from main
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3 Days Ago
merge from naval_update
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Reworked DeepSea buoys to adhere to Flavien's different states. Made them long distance visible.
3 Days Ago
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3 Days Ago
Move development build logs into a convar instead (to give us more control of when we want to print) Codegen
3 Days Ago
Shutter Frames WIP
3 Days Ago
More potential crash fixes to do with model flexes Scale JIGGLE_IS_BOING jiggle bones with bone scale
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3 Days Ago
merge from naval_update/deep_sea
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merge from naval_update
3 Days Ago
Removed unused sprite added by error
3 Days Ago
- tweaked holster position - tweaked lod group settings - removed uneeded worldmodel prefab
3 Days Ago
- entity setup - created correctly set up worldmodel prefab (current being used is set up to use batch rendering with meshes that exceed the limit to batch) - set .item to use new worldmdodel prefab
3 Days Ago
merge from fix_puzzle_reset_underground -> main
3 Days Ago
Paintable Reactive Target - Initial folder structure, added model with LODs and textures
3 Days Ago
Removed prevent building volume from deep sea portals, not necessary
3 Days Ago
more prefab and setup updates, re-exported anims at origin, removed prefab offsets
3 Days Ago
Raise min height of airfield radiation puzzle Shrink size of airfield puzzle reset from 35m -> 28m S2P
3 Days Ago
Shifted arctic research base AI wake zone up by 15m, which shifts the puzzle reset & radiation height upwards S2P
3 Days Ago
Clear indicesToCheck list before reusing it for water collision ignores. Fixes native crash from projectile batching, and buoyancy batching breaking after enabling the deepsea.
3 Days Ago
Add `monumentpuzzleresetradiationoverride` convar to force enable radiation despite the puzzle's reset status (makes testing easier) Apply minimum height to the radiation spheres as well as the puzzle resets Show height cutoff position when `drawpuzzlereset` convar is enabled
3 Days Ago
initial implementaion, viewmodel prefab updates
3 Days Ago
(Hopefully) Fix player animations sometimes being left in weird states because of pooling. Clean up the way we release animation handles to make sure the input ports always get disconnected regardless of whether the handle is valid or not, release handles when pooling players.
3 Days Ago
zipline IK adjustments and finger pose fix
3 Days Ago
Fix compile errors due to branch differences
3 Days Ago
Fix crash from accessing null playable graphs and playables when releasing animation handles.
3 Days Ago
Validate graphs when setting animation handle progress - fixes cannon reload error spam.
3 Days Ago
stone component blockout WIP
3 Days Ago
More fixes for potential BSP loading crashes Prevent infinite loops in MapIO * When running over 100 map inputs per frame, continue firing inputs in the next frame. No input events are discarded. A console message is printed if the limit is hit. Update ambient_generic radius description in Hammer Remove status trying to use non existent convars Update Bootil's ZLib (Just testing if it will build on Linux) Remove Bootil's ZLib usage (GZip), since it is unused by the game Merged Pull Requests * Fixed "Edit entity" property creating Lua errors when the entity was removed after menu open * Don't use deprecated VGUIFrameTime in the base game Fix spawnicons not rendering when returning true in GM:RenderScene Try to solve undo ordering issues due to clearing of undo table Actually reenable net message buffer limiter thing Whoopsie Reenable FreeImage's GIF support for now * Should not rely on this, GIFs as addon previews are not officially supported (never were) Queue simple timers to next frame if called from a simple timer callback Fixed crashes to do with flexes on NPC models Probably fixed screenspace_general_8tex Added more data to util.GetSunInfo color, material, size Fixed a typo in nags_alyx.txt Do not eject players from vehicles on Spawn() during level transitions Fixed save restore warning due to NPC flex related changes Minor cleanups Fixed Sun Editor not inheriting map values properly Added SurfaceName to `trace` concommand
3 Days Ago
Do not eject players from vehicles on Spawn() during level transitions Fixed save restore warning due to NPC flex related changes Minor cleanups Fixed Sun Editor not inheriting map values properly Added SurfaceName to `trace` concommand
3 Days Ago
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3 Days Ago
merge from main
3 Days Ago
Raise min height for water treatment radiation puzzle S2P
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Raise min height of trainyard radiation puzzle S2P
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Raise min height of sewer branch radiation puzzle S2P
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Raise min height of powerplant radiation puzzle S2P
3 Days Ago
Cleanup
3 Days Ago
Updated ghost ship icons
3 Days Ago
Raise height offset of NMS S2P
3 Days Ago
Raise height of Launch Site PuzzleReset S2P