144,500 Commits over 4,413 Days - 1.36cph!

Yesterday
Added API to swap avatar masks Switch to full upper body mask during light/extinguish animations
Yesterday
WIP melee weapon animation sub system work Run a child controller per weapon
Yesterday
Added static helpers to easily detect and enable/disable stacks of subs systems Sub systems can now be applied to any mountable Sub systems can now be applied to a HeldEntity
Yesterday
Replaced the upper body toggle on animator sub systems with a mask field, each system can now be assigned an independent mask If no mask is assigned it will fall back to the full body mask (cannot have no mask at all)
Yesterday
- implement refraction pass after regular transparents - implement RenderPipelineSwitchNode and RenderPipelineCondition behaviours to toggle game objects depending on active render pipeline - get player censorship working in RRP and keep it working in BiRP thru the new behaviors above
Yesterday
Added an outline to animation sub system inspectors, matches the colour of the system in the animation inspector
Yesterday
Eval pass and first evaluators
Yesterday
Merge from main Mostly code merges, all auto resolved
Yesterday
Female mid-length hair wood helmet replacement meshes
Yesterday
Added advanced and basic blueprint fragment single pickup spawners
2 Days Ago
Female mid-length hair candle hat replacement
2 Days Ago
Disallow stacking onto other items if custom descriptions are different
2 Days Ago
Added ability to change Item description (works similarly to custom names and icon ID)
2 Days Ago
Circuit system baseline
Rin
2 Days Ago
Inital item setup
2 Days Ago
Mid length hair hat replacement tests
2 Days Ago
Fix broken LODs on hat.cap
3 Days Ago
LOD3 for midscruffy (uses short beard LOD3 material)
3 Days Ago
Converted short scruffy beard to use new wearable replacement Added average meshes to both beards
3 Days Ago
Added mid-length scruffy beard
3 Days Ago
Merge: from pool_mt
3 Days Ago
Merge: from main
3 Days Ago
Added nameFormatted to chat.add2 which is used by the chat UI when set instead - this addresses heavily formatted player names getting cached on the client if they aren't initially in the network group, which get displayed incorrectly in various UI panels Console gen
3 Days Ago
merge from main
3 Days Ago
reinforced workbench upgrade explosiveResistance 0.5 -> 0.2
3 Days Ago
merge from computer_io_no_passthrough
3 Days Ago
merge from throwable_aim_stuck_fix
3 Days Ago
merge from heldentity_anim_fix
4 Days Ago
update from player_rig_update
4 Days Ago
Use target normal when placing mortars, it now displays the correct terrain/angle error toast
4 Days Ago
Fix some more prediction errors * HL1 357 & crossbow zoom * HL2 crossbow zoom Fixed prediction errors with SLAM * Also fixed it not using world clicker aim angles * Fixed it trying to play non existent TripmineGrenade.StopSound * Disable unused "attach satchel" code (different from attach tripwire) * Disallow switching to tripwires or back while throwing/attaching slams Fixed prediction errors with HL1 satchel Predict hornet gun ammo regen Groundworkd for HLS RPG prediction error fixes (req networking changes)
4 Days Ago
fix power draw for twitch rivals computer desk
4 Days Ago
update from main
4 Days Ago
clean up thrown darts after a timer
4 Days Ago
Prefabbed up Kiosk B structure + decals as were still only models, plus prefab setup. LOD3s for Kiosk A, B, C (batched together). Removed obsolete kiosk C blockout.
4 Days Ago
Delete old VPC after generating VPC project on Linux
4 Days Ago
Copy compiled VPC over the one used to generate VPC project
4 Days Ago
merge from store_may_fixes
4 Days Ago
merge from electricfurnace_gibs_fix
4 Days Ago
merge from spectate_map_fix
4 Days Ago
merge from doorcontroller_wiring_fix
4 Days Ago
merge from deepsea_vendingmachine_leakfix
4 Days Ago
Turn host_state.interval_per_tick into double * Fixes 64bit builds specifically truncating curtime to floats Fixed clients getting stuck on loading screen sometimes * CNetChan::UpdateSubChannels() used integer math to decide how many fragment packets to send, the default value wasn't a multiple of the FRAGMENT_SIZE, so the last fragment was basically discarded. Now we account for that by ceil()-ing the number after calculating it using floats * Changed net_maxfragments to be a multiple of FRAGMENT_SIZE (28000=>24576) Fixed re-selecting ragdoll with Faceposer corrupting values Try disabling GETBUOYANCY on Linux clients * The goddamn DLL I was given is not up to date and doesn't have any custom changes, and TF2 no longer has 32bit Linux builds Fix workshop support when Steam throws errors * When Steam throws errors during subscription info gathering. Prevent corruption of the net channel due to fragments * Perform some self-tests when sending fragments over the wire. * Especially if some brainiac decides to bypass net_maxfragments limits Make concommand.Add errors non halting Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table. Remove 64bit srcds launcher from builds Hacks for P2P
4 Days Ago
Assigned Mat to fbx
4 Days Ago
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4 Days Ago
Added LODs to ballistic/bdu items, created worldmodels and icons for shirt, pants and vest.
4 Days Ago
Update: add debug only sentinel writing to playerInfos and playerSegments Tests: ran unit tests
4 Days Ago
merge in
4 Days Ago
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4 Days Ago
Fix gmod_launcher using wrong path for version.h