141,624 Commits over 4,383 Days - 1.35cph!

Yesterday
Add another parameter to chat.add2 so modders can put text before the username without polluting the client's name cache
Yesterday
Speculative fix for changes being lost in the graph view of conversations from copilot
2 Days Ago
Prevent NPEs in FireBullets Some RenderData nullptr checks Minor change for FlashlightState_t mem layout Unfix door_03_slotted_left.mdl skins Invert Green channel on citizen sleeve c_model normal Discard certain saverestore types * CSoundPatch, CTakeDamageInfo, CEffectData will no longer throw errors
2 Days Ago
Split dump commands into parts (adding, no change to original) - Animators - Entities - LODGroups - Network - Physics - Root Objects (all gameobjects all scenes) - Warmup - System info
2 Days Ago
Merge from prototype
2 Days Ago
//Todo
2 Days Ago
More workbench UI work for prototype upgrade
2 Days Ago
Replace temporary firing animation with the mortar attack animation, implement handle rotation, fix low/high sweep transitions not fully crossfading. Change mortar yaw transform to not rotate the whole mortar with it, fix all the bugs involved. (mount/look rotation)
2 Days Ago
Deployable test for containers missing inventory open & close sounds Flags the new tin can alarm
2 Days Ago
fix CCTVRemoteCamera missing vclouds and vfog components
2 Days Ago
Minor cleanups * Send/RecvPropInt => Sent/RecvPropBool where appropriate for players Reduce network bits of various net props * These have unnecessarily large (32bit) networked properties, so we reduce them to only as large as needed * CBaseCombatCharacter, CColorCorrectionVolume, CEnvProjectedTexture, CEnvScreenEffect, CFish, CTEBaseBeam, CTEExplosion, CTEMuzzleFlash * SLAM, Pistol, Gravity Gun, HL2 Machine Guns, Grenade, CBaseCombatWeapon, CPhysGunBeam * HLS shotty, satchel, hornet gun, gauss gun * CNPC_Puppet, CHL2PlayerLocalData, CPropAirboat, CNPC_Portal_FloorTurret, CNPC_RocketTurret, SmokeTrail, RocketTrail, CSteamJet, CBaseToggle, CCollisionProperty, CGMODRules Delete TE_Impact (seems unused?) Removing unused stuff * Removed UTIL_MuzzleFlash (unused) * Removed CWorld.m_flWaveHeight, m_bColdWorld (networked, unused) * Removed CBaseDoor.m_flWaveHeight (networked, unused) Network m_bLocked for prop doors to clients Network m_bLocked for vehicles and prisoner pod to clients Network prop door m_eDoorState to clients * For mods to do with as they please
2 Days Ago
Blend between low/high sweep animations on mortar when aiming/up down to make hand IK not look crazy.
2 Days Ago
Add a way to use multiple animation handles with the player model.
2 Days Ago
fix default rotation of pumpkin in painting menu
2 Days Ago
tighten up waterwheel dismount positions
2 Days Ago
Initial setup for new vending machine admin ui
2 Days Ago
Missing files
2 Days Ago
update phrases - fix overfished message - waterflow message - lootinsafezone msg
2 Days Ago
Bleed fix.
2 Days Ago
More monument scene lighting fixes for updated assets.
2 Days Ago
Merge from main
2 Days Ago
exported latest bowless crossbow viewmodel anims
2 Days Ago
Renamed neon sign textures to new conventions. Added open and closed cateogories in kiosk hierarchies in Kiosk A - F
2 Days Ago
Scientist Santa restored in the santa sleigh
2 Days Ago
Restore path highlighting
2 Days Ago
Start making conversation for apartment vendor NPC
2 Days Ago
Code gen
2 Days Ago
merge from mortar
2 Days Ago
Mortar anim updates
2 Days Ago
Seperate upgrade path logic for prototype/regular
2 Days Ago
Comitting some mitting metas
2 Days Ago
More neon sign work - new art, LOD0s only so far, some texture adjustments
2 Days Ago
More UI
2 Days Ago
move "inventory full" toast behind the inventory UI, blocks too much
2 Days Ago
replaced door meshes with door prefabs on kiosks
2 Days Ago
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
2 Days Ago
Bugfix: ensure players are detected on the border of the network cell - expanded unit tests to cover these cases Tests: ran unit tests
2 Days Ago
update apartment_complex_monument/prototype
2 Days Ago
Buncha fixes.
2 Days Ago
Fix a test fixture convar
2 Days Ago
apartment doors lods, collision and static prefabs
2 Days Ago
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
2 Days Ago
More UI setup
2 Days Ago
Merge: from main
2 Days Ago
Bugfix: fix HasConnectionsClose & GetCloseConnections missing players in medium and large ranges - also add a unit test to validate Connections overload Tests: ran unit tests
2 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
2 Days Ago
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
2 Days Ago
Revert some UI changes/behaviour. Add separate prototype panel to techtree. Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
2 Days Ago
merge from main
2 Days Ago
Set new pitch clamps to match animations (30-60deg), update IK hand targets