140,848 Commits over 4,352 Days - 1.35cph!

Yesterday
water wheel sound implementation polish add water movement loop and wheel movement accents
Yesterday
Merge from child_dynamic_lods
Yesterday
Manually call SetEntityAndChildrenDynamic on TrainCar to catch any LOD renderers that haven't been marked Dynamic Fixes some disappearing candles and junk in the caboose carriage and should be more future proof than just modifying the affected renderers one by one Applied to NexusFerry as well as it had the same issue on the static boxes
Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
merge from render_pipeline_testing
Yesterday
fix error spam and water going invisible from water body mesh being null
Yesterday
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Yesterday
Remove unintentional change that breaks Linux/macOs builds
Yesterday
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Yesterday
Merge from main, lots of conflicts All merged successfully except for syringe, used the version from main as that was recently updated PlayerAnimation controller merged automatically, will need verifying
Yesterday
Change navmesh.GetNavAreaCount data source * Fixes its return value not matching getAllNavAreas return count Fixed a crash with trigger_tonemap & some other issues * Also fixed `trigger_weapon_strip` preventing weapon pickup indefinitely if removed while player is inside the field Updated FGD files * func_useableladder origin KV is now defined (since its auto generated) Try to fix trigger_playermovement sticking when removed with a player in Simplify how we get Steam APIs * The new SteamAPI versions do not have the "api context" stuff anyway. * Deletes IGet::SteamRemoteStorage, SteamApps, SteamScreenshots, SteamUser, SteamFriends, SteamGameServer, ResetSteamAPIs Fixed another NPE crash with HLTV Fix some prediction errors with HL1 weapons * These weapons take too much effort Minor weapon prediction fixes * SLAM fixes * Minor Gravity Gun prediction fix (for holding right click)
Yesterday
Added swimming sound events
Yesterday
Added locomotion footstep sound events
Yesterday
merge from main -> deep_sea_sleeping_bag
Yesterday
Bugfix(tests): ProjectileTests now pass - Skip god mode overlay setting for local player in tests - explicitly enable main shield collider after spawning Tests: ran ProjectileTests unit tests
Yesterday
Bunny ears and onesie show in conveyor filters
Yesterday
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Yesterday
Scale down waterwheel 80% to fit in 1x1
Yesterday
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Yesterday
merge from main
Yesterday
Remove mounted check
Yesterday
fix scale not working on prefab deploy guides
Yesterday
wip
Yesterday
don't overly downsample shadow map for vfog
Yesterday
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Yesterday
merge from world_serialization_high_compression
Yesterday
Fixed flickering being broken.
Yesterday
merge from Armored_ladder_hatch
Yesterday
fix name collision in maintaining backwards compat
Yesterday
Fix deep sea icon not assigned to sleeping bag button prefab
Yesterday
B, C, D and E consistency pass.
Yesterday
Scene backup
Yesterday
Hooked up fishing anims in main player animator
Yesterday
More fluors.
2 Days Ago
Bowless Crossbow - first viewmodel iteration
2 Days Ago
Reduced brick size on Kiosk F. Added shutters for rentable shop A, D, E, F (wip)
2 Days Ago
setting up salvaged hammer refresh viewmodel prefabs/animations
2 Days Ago
merge rust_relay_server -> main
2 Days Ago
Bugfix(tests): fixup ServerProfiler tests that are sensitive to type hierarchies - release binaries from a496e80e Tests: ran ServerProfilerTests
2 Days Ago
merge main -> rust_relay_server
2 Days Ago
Merge from improved_network_groups
2 Days Ago
Add additional logging for websocket connection
2 Days Ago
Bug fixes for checking visibility across different network group layers when they have different cell sizes
2 Days Ago
Buildfix(tests): all modes compile Tests: clicked through all modes
2 Days Ago
Clean(tests): rest of Assembly-CSharp-Editor.dll tests restructure Just gotta make sure all platforms build and check if unit tests pass Tests: none
2 Days Ago
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2 Days Ago
Audio file changes and added inventory sounds
2 Days Ago
merge from new_console-ui