141,406 Commits over 4,383 Days - 1.34cph!

3 Minutes Ago
Add can't afford overlay panel to prototype button, toggle as needed.
13 Minutes Ago
Show FAILED overlay on prototype button for 3 seconds on failure. Codegen.
17 Minutes Ago
merge from main
21 Minutes Ago
Industrial Storage - blockouts and initial prefab configuration
40 Minutes Ago
Hook up prototype failed overlay
42 Minutes Ago
corrected empty grid logic
46 Minutes Ago
Restore water wheel reference to its sounds to fix NRE spam
47 Minutes Ago
Move prototype button next to unlock button, keep single unclock cost display at the top
48 Minutes Ago
Still show icons as locked, even with prototype installed.
57 Minutes Ago
Skinning pass for diving suit and diving tank
1 Hour Ago
added ultra wide screen script/offset to bowless crossbow viewmodel prefab
1 Hour Ago
Merge from main
1 Hour Ago
Subtract the subtract
1 Hour Ago
merge from main
1 Hour Ago
switch to AnyPlayersInSphereFast to inline non-npc + trigger volume checks against players, avoids gathering all players in a huge region to then get a passing check on the 1st one, still provides information on whether the grid regions checked were all empty to allow the trigger to stop ticking
1 Hour Ago
Subtract 147919 merge from terrain_lower_fixes
1 Hour Ago
additional boat types, missing files
2 Hours Ago
Merge from main
5 Hours Ago
Renames Add a skinnable for half shelves and single shelves
6 Hours Ago
Created new hidden/uncraftable base storage horizontal and vertical storage barrels Added skins for original storage barrels, abyss, warhammer and jungle versions Can now use the spray can or repair bench to reskin between these versions Future items can now just mark themselves as skins of the hidden base barrels and they will be treated as a normal skin No changes to crafting menu, these barrels still appear as separate items there
Today
Check AlphaMap isInitialized on AdaptMeshToTerrain to prevent editor errors
Today
Fixed code locks on cars disappearing (except for the red spheres) after too many code attempts Swapped the red sphere material to an opaque version so we don't get weird depth fighting issues
Today
Merge from main
Today
Fix NRE when renaming a demo shot to a name that already exists
Today
Fix case where holstering a mobile phone mid call would result in some inputs being ignored
Today
Remove log when loading player inventories for the first time
Today
Merge from main
Today
Merge from main
merge from playerrigupdate2
Modified skinning on the leather gloves
Updated underwear male/female meshes
Updated player mouth/voice logic to work with new player models (and made jaw rotate as well as move)
Today
Add another parameter to chat.add2 so modders can put text before the username without polluting the client's name cache
Today
Speculative fix for changes being lost in the graph view of conversations from copilot
Today
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
Today
Split dump commands into parts (adding, no change to original) - Animators - Entities - LODGroups - Network - Physics - Root Objects (all gameobjects all scenes) - Warmup - System info
Today
Merge from prototype
Today
//Todo
Today
More workbench UI work for prototype upgrade
Today
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)
Today
Deployable test for containers missing inventory open & close sounds Flags the new tin can alarm
Today
fix CCTVRemoteCamera missing vclouds and vfog components
Today
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
Today
Blend between low/high sweep animations on mortar when aiming/up down to make hand IK not look crazy.
Today
Add a way to use multiple animation handles with the player model.
Today
fix default rotation of pumpkin in painting menu
Today
tighten up waterwheel dismount positions
Initial setup for new vending machine admin ui
Missing files
Today
update phrases - fix overfished message - waterflow message - lootinsafezone msg