202,506 Commits over 4,171 Days - 2.02cph!

16 Minutes Ago
Fixed StudioMDL crashes due to $maxverts
13 Minutes Ago
13 Minutes Ago
Skin asset name
16 Minutes Ago
Ceiling fluorescent light is now a redirect skin of the ceiling light Power consumption upped to 2 Affects growables
19 Minutes Ago
Make ClientsideModel able to be hit by clientside only traces * When using physics. Collision bounds must be set manually if model changes. Merged Pull Requests * TTT: Updated Turkish localization (Community Contribution) * Main menu: Make check box labels clickable (Community Contribution) * TTT: Set Attacker and Inflictor to usages of SWEP:FireBullets (Community Contribution) Remove extra newlines from "##### CTexture couldn't find" warning * The warning is Linux only Added 2 new optional args to mesh.TexCoord * mesh.TexCoord( stage, S, T, U, V ) - UV being the new args. They are optional. Fixed edict exhaustion prevention affecting nextbot players Fixed some usages of HL2_DLL clientside * TE_CONCUSSIVE_EXPLOSION and fall damage constants being inconsistent between client/server Try to end mesh.Begin when a mesh wasnt ended (i.e. after a Lua error) * mesh.Begin will end the current mesh if there is one. It will still error afterwards like it did before. * Prevents game hang, hopefully without side effects Fixed a crash with clientside ropes on props Basic implementation of clientside ragdoll gibs Prevent crash to do with CSpatialPartition invalid handles Prevent "bone write access" warnings with ClientsideRagdoll() Make `tools/toolsinvisibleladder` not affect visleaves Fixed CLC_Move::ToString numbers being flipped Fixed server crashes to do with Gonarch NPC Restore default FindUseEntity behavior Fixed CBaseFileSystem::ReadLine not working for workshop files Minor VPK support changes from CS:GO Fixed addon dependencies not showing due to regressive Pull Request Change ents.CreateClientRope slack param to work better Make ents.CreateClientRope despawn if any of its entities are removed Fixed Lua errors with DProperty_VectorColor when deleting editable entity Allow to give ents.CreateClientRope local vectors instead of attachment IDs FIlesystem cleanups Improved invalid model detection Improve folder search inside VPK files Can actually find folders in root of VPKs, can actually wildcard match them now as well (so "models/props*" gets you just folders starting with that, not all folders in "models/") 64bit compile fixes
20 Minutes Ago
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21 Minutes Ago
Remove non threadsafe timeWarning from multithreaded part
23 Minutes Ago
24 Minutes Ago
Beanbag Seat - Updated textures with colour changes and added fuzz shader
26 Minutes Ago
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59 Minutes Ago
merge from main
1 Hour Ago
merge from decor_lighting_dlc
1 Hour Ago
ContainerIOEntity now has a isLockable field Made the wall cabinet lockable
1 Hour Ago
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1 Hour Ago
Media assets, store page
1 Hour Ago
positioned lock empty in wall cabinet
1 Hour Ago
Wall Storage - Deleted old icon from the main assets folder (it seems to have slipped through using the old icon tool)
1 Hour Ago
package modifications - built latest version 1.0.7 and replaced Windows DLL, gives access to more tuning parameters - made lib editor only - compatibility changes for new version - removed old version linux and osx libraries, if someone cares to generate convex colliders on mac/linux then we can build them
1 Hour Ago
gunshot_network_range_improvements -> main
1 Hour Ago
- Import UniTask - Run navmesh generation on a background thread - Handle AiManager.nav_wait and AI.move the same way as the current DynamicNavmesh
2 Hours Ago
fix for double audio trigger bug
2 Hours Ago
Ensure the AK variants have the same sound range as the base ak
2 Hours Ago
logs
3 Hours Ago
Floating city scene cleanup Medical bay progress
3 Hours Ago
If terrain height is greater than water height then we should assume we are dry, and then run the volume checks rather than just ignoring the case and allows false positives.
3 Hours Ago
Floating walkways set dressing WIP
3 Hours Ago
Improvised walkway roof corner pieces for medical bay tent Set shadowcasting on tarps to 2 sided
4 Hours Ago
moved mannequin body part prefabs to their own folder so theyre easier to find
4 Hours Ago
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4 Hours Ago
Baseline
4 Hours Ago
Merge from main
4 Hours Ago
Staging wipe network++ save++
4 Hours Ago
added CoACD package locally to allow modification
5 Hours Ago
Merge from main
5 Hours Ago
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5 Hours Ago
Prefabbed up medical bay barge for better scene organisation, cleaned up scene hierarchy
5 Hours Ago
Merge: from benchmark_demo_clean - Clean: removal of dead functionality for demo benchmarks (not supporting it) Tests: compiled in editor
5 Hours Ago
Clean: remove expired editor-only upload endpoint Tests: none, trivial change
5 Hours Ago
Clean: remove full-server-demo benchmark demo uploading FullServerDemos are not used for benchmarking(since they're not net protocol stable), so there's no point in this code. Tests: compiles in editor
5 Hours Ago
Instanced terrain cell renderer setup
5 Hours Ago
tweaks to torso and hand so there's less clipping on some clothing items
6 Hours Ago
Re-prefabbed floating walkways for set dressing pass
6 Hours Ago
pulled mannequin's wooden leg down so it's same height as the foot
Today
merge from fix_jackhammer
Today
merge from gesturebind_log_fix
Today
merge from admin_invis_misc_fixes
Today
merge from scene_warmup_fixes