199,709 Commits over 4,140 Days - 2.01cph!

20 Days Ago
revert_metabolism -> main
20 Days Ago
Revert 123078
20 Days Ago
Baseline
20 Days Ago
Fixed workshop scene using jungle color grading if the camera is in a particular spot
20 Days Ago
Update: BaseRaidBench - emulate timed explosive fuse Not really important for now, but later once rockets fly upwards and have a chance to miss, this should make it match reality closer Tests: ran the scene
20 Days Ago
Fix scientist breaking their spine to look at a player behind them while they are sprinting away
20 Days Ago
- Better vislog for neck rotation limit - Lerp rotation instead of snap
20 Days Ago
Update: BaseRaidBenchmark - expose batching mode via component Tests: none, trivial change
20 Days Ago
Convars for aboard player and auto close sails checks.
20 Days Ago
Update: BaseRaidBench - disable camera shake and hurt effects Tests: ran the scene
20 Days Ago
Bunch of thrust position calculation improvements. Makes turning much more reliable on a bigger variet of boats for now.
20 Days Ago
Constrain angles the scientist can turn their virtual head at (on server, where there is no animation)
20 Days Ago
Removed test arg in initial home navigate
20 Days Ago
Gesture menu progress, some refactoring and polish
20 Days Ago
Water pump idle loop audio is now affected by occlusion.
20 Days Ago
Server Browser design changes
20 Days Ago
Thrust position calculation fix
20 Days Ago
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20 Days Ago
Update: Add BaseRaidBench to build scene list and mark it for maps bundle - Also removed the nuked Foliage scene - forgot to clean it up Tests: none
20 Days Ago
ghost ship interior progress
20 Days Ago
Update: BaseRaidBench - unblock pooling Takes the edge off halfway through the benchmark, but initial 5 seconds are still rough. Tests: ran the scene
20 Days Ago
Add support for building block-specific padding offsets (eg increase y padding on shipping container foundations, or on the outer side of wood walls) (Ensures more accurate alignment of deployables on specific building block types.) Introduced a static dictionary mapping prefab names to custom Y and normal padding values. Added support for padding modes: StrongsideOnly, WeaksideOnly, and Both. Applied padding logic during downward placement and wall/corner snapping.
20 Days Ago
Mark a bunch of collision meshes as R/W
20 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
20 Days Ago
Pilot Codelock - added cinematic textures and materials
20 Days Ago
Update: BaseRaidBench - reposition camera to above the circle Tests: ran scene
20 Days Ago
Bugfix: BaseRaidBench - fix NREs by loading game manifest on start Tests: ran scene
20 Days Ago
Pilot Codelock - updated icon, fixed material order in LODs
20 Days Ago
Update: BaseRaidBench - players now animate and produce muzzle flashes Tests: ran the scene
20 Days Ago
Add auto-save paintings option
20 Days Ago
Bugfix: BaseRaidBench - track weapon cooldown properly - also account for animation delay for weapons that have it The benchmark is now much more tame. Tests: ran the scene
20 Days Ago
Fix error with turret lerpspeed when compiling in NONE configuration
21 Days Ago
cleanups from main Cleanups from main Minor cleanups Fix missing Trails undo message localization Fixed particle related crashes when attached to an entity Pointless nullptr checks for CImage when basically OOM Apply SendSnapshot hack from base game to HLTV Allows full update snapshot to exceed 256KB limit, up to 1MB limit. Also updated some console messages and kick reasons to include more useful data Remove links to dead valve websites, link to VDC (Hammer & tools) Remove 1 more dead link from Hammer Merge KeyValue leak fixes from TF2 SDK Some of them were already fixed Change description of bot_zombie convar Fixed missing antlion guard step sounds Move VPK to Tools group in Visual Studio
20 Days Ago
Update: BaseRaidBench - stagger initial weapon cooldowns More realistic, and avoids spiking specific frames Tests: ran scene
20 Days Ago
Update: BaseRaid - emulate rockets and grenade movement Tests: ran scene, player is blasted to high heaven
20 Days Ago
Merge from main
20 Days Ago
update prefab to include item information
20 Days Ago
Fix client server directives compile errors
20 Days Ago
Update header buttons to match all the others
20 Days Ago
Fixed abyss pack page tag
20 Days Ago
WIP Automatic thrust point calculation based on hull blocks
20 Days Ago
Reimplementation of session events
20 Days Ago
Remove leftover components from scientist suit that's not needed since the scientist is not a BasePlayer anymore
20 Days Ago
Disable scientist obstacle avoidance as it causes them to get stuck
20 Days Ago
Fix error from missing param in animator
20 Days Ago
Tag hull pieces
20 Days Ago
- Fix scientists noticing the player again too quikcly after losing them (their awareness value was not decreasing properly) - Fix scientists turning to look at players before they fully noticed them
20 Days Ago
made pilot codelock a skinnable of the codelock, fixed codelock not being default craft after it was broken by the skinnable addition
20 Days Ago
Update: BaseRaidBench - use projectile specific velocity Tests: ran scene
20 Days Ago
Backgound thread that keeps a Steam auth ticket refreshed for events