156,525 Commits over 4,536 Days - 1.44cph!

11 Days Ago
Mesh library fixes * Some copy paste mistakes in error messages * Fixed BuildFromTriangles reading bone weights from the wrong table Minor cleanups * Deleted sensor_smooth cvar (unused) Improve Kinect support error handling Minor cleanups Fixed missing Toggle input for func_nav_prefer/avoid entities
11 Days Ago
Fix livestock fence being ignore by navmesh
11 Days Ago
Set up procedural materials on cow/bull/calf Added temp pattern tester to LOD0 renderers
11 Days Ago
Move livestock convars out of ai. and into their own factory
11 Days Ago
Hair smears in bitangent direction instead of tangent
Rin
11 Days Ago
Further improved deployment
11 Days Ago
merge from fur_shader_improvements
11 Days Ago
Fix bullet and arrows sometimes passing through oilrig scientists upper body, or/and registering headshots when shooting the legs
11 Days Ago
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11 Days Ago
merge from BBQRadialMenu
11 Days Ago
merge from MetalDetector_WorldmodelBulb
11 Days Ago
merge from LightHouseReverbFix
11 Days Ago
Fixed bbq radial menu referring to Campfire
11 Days Ago
merge from 3p_weapon_double_sounds_fix
11 Days Ago
merge from 2026_worldmodels
11 Days Ago
Increase padding on livestock UI
11 Days Ago
merge from wooden_loot_crate_gib_fix
11 Days Ago
merge from hqm_collectable_scale
11 Days Ago
merge from arrow_breaking_fix
11 Days Ago
merge from holsteredwep_chest_armour_fix
11 Days Ago
Fix for playing 3p sounds x2 on weapons - applied glass ak specifc sounds to 3p weapon instead of base ak - removed reload anim events in lr300 space, added correct space deploy sounds
11 Days Ago
- Stop carpet feet clipping - Move title down a bit - Reduce no color picker spacing - Stop colour swatch's being squashed - Stop colour swatches having thick borders - Fix edit system not working
11 Days Ago
FIrst pass on the gene system, clean up the UI (right now I show everything in the UI, but we have convars to hide genes / recessive genes / age / trust etc which I want to explore)
11 Days Ago
- Make it so that we can run the livestock balance setup at 32x speed instead of only 2x, required a few logic changes like carryovers, but end results now match normal speed - Fix time progressing between tests, causing some tests to suddenly run at night
11 Days Ago
enable mipmapping on tiger textures
11 Days Ago
Update: make store page fallback to assets from UI bundle if failed to load textures from backend - item tile now only initializes once it's shown (as was intended this entire time) - fixed duplicating OnImageLoaded callbacks - reactive cover image if httpImage failed Tests: navigated through store - right images are in place, but wrong layout. need to figure out how to unify it all
11 Days Ago
Squirrel new animation set
11 Days Ago
Added textures for procuderal calf patterns, set up new material.
11 Days Ago
enable mipmapping on polarbear textures
11 Days Ago
visual pass on existing fur materials
11 Days Ago
Apply GrabPass fix to 5 more shaders
11 Days Ago
Fixed an issue with usermessage hooks Do not clamp flexes of C_BaseFlex when set from Lua Add entity names to "MOVETYPE_FOLLOW with no model" warning Implement CTRL+Backspace and CTRL+Delete for text entries Try to prevent game breaking states with silly values of m_yaw/m_pitch Minor cleanups Added "session_begin_ignore_version" hammer command * If you brick your VMF with this, don't blame me Add description to r_PhysPropStaticLighting Move "dynamic shadow poke through" "fix" to opt in convar * r_shadow_clip (defaults to off) - it being enabled causes shadows to be clipped erroneously sometimes Try preventing "non positional" control points bloating particle bbox * This should help with particle sorting * Marks C_INIT_RandomColor C_OP_RemapAverageScalarValuetoCP C_OP_RemapCPtoScalar as using non positional control points (in addition to the existing ones) * This could potentially cause issues where these non positional operators act on positional control points used by other control points, but who would do that? Fixed some regressions with recent changes * Extra unnecessary assignment in viewmodel bob code, also change CFuncTankMortar to use doubles for firing * Some minor model panel/icon/player model selector fixes Fixed couple potential Lua stack corruption issues with hooks * Specifically call conditions of CreateClientsideRagdoll and EntityEmitSound Fixed some typos Minor whitespace cleanups Remove some unnecessary usages of std::string Remove "ReleaseVideoMemory" stuff from Hammer Fixed Hammer material list leaking file search handles Allow render.BindLocalCubemap with `nil` to unbind the cubemap Workaround double messages per Sandbox limit hit * Only display the "Prop limit hit" message, not the "spawn blocked by server" message in the case of hitting the prop limit, etc * When spawning a dupe or something and hitting the prop limit 100s of times, only display ONE "prop limit hit" message.
11 Days Ago
Bradley Flatbed updates
11 Days Ago
exported nailgun refresh vm anims
11 Days Ago
Fixed the crate outside the entrance of cave_small_easy spawning inside the cave wall, S2P cavesmalleasy
11 Days Ago
- Ensure icons use the studio lights - Turn off animations when you zoom in enough - Bring back 'rotate' text
11 Days Ago
Harbor 2 power grid room
11 Days Ago
Merge from Livestock_animals
11 Days Ago
merge from Seaturtle -> critter_animals
11 Days Ago
fixed the metal detector worldmodel bulb being turned on
11 Days Ago
Add temporary tool for solving animal animation speeds exactly to match motion so there's no foot sliding Updated all critter animators and speeds with new values to better match each other
11 Days Ago
- Desaturate unselected slots - Fix dust not showing
11 Days Ago
Created Cow Meat Cooked, Raw and Spoiled Icon Created Lamb Meat Cooked, Raw and Spoiled Icon Hooked Up New Icons
11 Days Ago
merge from locomotive_bell_fix
11 Days Ago
Delete the now unused physics material
11 Days Ago
Fix the locomotive bell sound being clientside only, now other players can hear it
11 Days Ago
Fixed reverb in the lighthouse being heard outdoors near the ladder, S2P lighthouse
11 Days Ago
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Rin
11 Days Ago
Construction sockets Relaxed prevent building volumes for easier deployment
11 Days Ago
Merge from render_pipeline_testing