140,884 Commits over 4,352 Days - 1.35cph!

Today
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Female head UVset updates
Today
Disabled Has Exit Time on the SItting -> Exit animation state The animator pose type will now persist it's value when a player dismounts, it used to reset to 0 as soon as a player dismounts This fixes mountables using a different pose type to the default sit animation transitioning to the default sit animation as soon as a player dismounts It always did this, but because the default sit animation was a single frame it was unnoticable
Today
Call UpdatePlayerModel the same frame as a held entity is deployed, not the following frame This fixes the weapon appearing in the wrong location for a frame when it's parented to a prop bone and the prop bone is animated
Today
fix sky compositing regression
Merge from projectile_visibility_fix
Fix projectile effects instigated by other players spawning under the map
Yesterday
FX/lighting prefab.
Yesterday
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Yesterday
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Yesterday
Updated UVsets on FemaleAverage LODs for hair caps
Yesterday
Bump steam.inf
Yesterday
Update branch - Fix download_server_list command not passing whether to include empty servers or not
Yesterday
Switch Snark/Tripmine/Satchel to HL1MP base for prediction Jiggle bones, NPC blinking and IK to use doubles HL:S weapon high curtime fixes More double curtime work CBaseEntity GroundChangeTime stuff, AddStepDiscontinuity, grenade timers, CAnimationLayer::m_flLastAccess, C_AnimationLayer, PhysGetSyncCreateTime. CSequenceTransitioner::UpdateCurrent, animevent_t::eventtime Some NPC improvements at high curtime * Scanners, Task/Schedule system, gargantua, hunter, gravity gun Change beam related variables to doubles Player anim state doubles More bone setup conversion to doubles * C_BaseAnimating::AccumulateLayers, StandardBlendingRules, C_BaseAnimatingOverlay::CheckForLayerChanges Particle system doubles Apply fmod for CurrentTime matproxy * Since materials deal with floats, we gotta do hacky stuff to keep it working smoothly Double curtime for closecaptions Switch EmitSound delays to doubles
Yesterday
kiosk signs
Yesterday
merge from main -> fix_server_browser_compression
Yesterday
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Yesterday
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Yesterday
merge from overfishing
Yesterday
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Yesterday
comment out ddraw for compiler issue
Yesterday
merge from qol_bug_report_config -> main
Yesterday
up default time to 30min
Yesterday
Clean: simplify sync from flying cache back to players Tests: none, trivial change
Yesterday
Include client.cfg when making a bug report to help when looking into the bug reports
Yesterday
Clean: annotate AreFlying jobs with context comments - got rid of ref and added ReadOnly in a couple places Tests: compiles
Yesterday
merge from main
Yesterday
Fix the deployable / redirect issues flagged earlier - a few fireworks were changing variant when picked up - industrial wall lights pointed to incorrect repair, required wood even though its not used to craft them - fluorescent ceiling light had different protection and HP than regular ceiling light - one of the lunar dividers had incorrect protection - innertube skins could be repaired unlike base item, wantedposter and industrial door had wrong item target - reactive target could be picked up while building blocked All green now ✅
Yesterday
merge from fix_network_profiling_broadcast -> main
Yesterday
Add toast message is area is overfished
Yesterday
Merge from monument_notification_sounds
Yesterday
Fix network profiling not counting how many packets are queued on main thread vs broadcast to multiple players
Yesterday
Changes to server gameplay event notifications: - All gameplay events now run through the WorldNotificationConfig asset. Events without sounds will always display UI toast messages, as before - Cleaned up how the monument notifications worked, now go through the player like toast messages do. Was able to get rid of the entity on oil rigs used just for sending the event notification. S2P both oil rigs - Player and event must both be inside/outside the deep sea for the player to be notified of that event - Removed ServerVar 'global.legacymonumentnotifications' and ClientVar 'ui.monumentnotificationtoasts'. Replaced with ClientVar 'ui.worldnotifications' and an option under game settings->UI->misc to set prefer sounds/sounds+toast/toast only - Corrected the AI generated convar description for 'graphics.compass'. Doing my part in the machine war
Yesterday
merge from deep_sea_sleeping_bag -> main
Yesterday
Codegen
Yesterday
Window atlas update
Yesterday
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Yesterday
merge from main -> deep_sea_sleeping_bag
Yesterday
Merge from main
Yesterday
Fix spacing of sleeping bag separator
Yesterday
Include hidden redirect items in the tests for inventory sounds
Yesterday
Split off interior of rentable shop A (wip)
Yesterday
Bowless Crossbow - missing changes
Yesterday
Bowless Crossbow - updated viewmodel, WIP textures
Yesterday
fix bounds after downscale + snapping changes
Yesterday
merge from waterwheel_downscale_option
Yesterday
Codegen
Yesterday
Add achievements for: - Entering deep sea - Building a boat - Hitting a boat with a cannon
Yesterday
Merge from main
Yesterday
fixed up medical syringe, updated 3p anims, added anim events