155,863 Commits over 4,536 Days - 1.43cph!

5 Days Ago
Added honey bandage to primitive and hardcore tech trees
5 Days Ago
merge from carvable_pumpkin_deploy_fix
5 Days Ago
merge from paintball_gun_fixes
5 Days Ago
merge from viewmodelscope_nre
5 Days Ago
merge from static_piano_fix
5 Days Ago
merge from TriangleHatchDeployfix
5 Days Ago
merge from deployanim_fix
5 Days Ago
merge from vehicle_pooling
5 Days Ago
merge from glass_ar_motion_blur_fix
5 Days Ago
merge from new_navmesh_fixes
5 Days Ago
merge from Floating_bandage_fix
5 Days Ago
merge from oilrig_light_fix
5 Days Ago
Merge from main
5 Days Ago
merge from main
5 Days Ago
Renamed deployed entities to include .Deployed per convention.
5 Days Ago
Setup missing socket/checks on gate
Rin
5 Days Ago
merge from mt_snapshot_saving
5 Days Ago
merge from main
5 Days Ago
Merge from main
5 Days Ago
cherry picked martyns rail hide code from changeset 153305 - allows the holosight rail to hide depending on the weapon its attached to.
5 Days Ago
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5 Days Ago
cherry picking 8x scope, handmade sight and holosight refreshes
5 Days Ago
Add entity names to "MOVETYPE_FOLLOW with no model" warning Implement CTRL+Backspace and CTRL+Delete for text entries Try to prevent game breaking states with silly values of m_yaw/m_pitch Minor cleanups Added "session_begin_ignore_version" hammer command * If you brick your VMF with this, don't blame me Add description to r_PhysPropStaticLighting Move "dynamic shadow poke through" "fix" to opt in convar * r_shadow_clip (defaults to off) - it being enabled causes shadows to be clipped erroneously sometimes Try preventing "non positional" control points bloating particle bbox * This should help with particle sorting * Marks C_INIT_RandomColor C_OP_RemapAverageScalarValuetoCP C_OP_RemapCPtoScalar as using non positional control points (in addition to the existing ones) * This could potentially cause issues where these non positional operators act on positional control points used by other control points, but who would do that?
5 Days Ago
merge from main
5 Days Ago
merge from automated_testing
5 Days Ago
main -> grenade_client_prediction
6 Days Ago
Adjusted and balanced holstered weapon positions to sit closer to chest armour
6 Days Ago
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6 Days Ago
Fixed test runner window not showing the in progress icon on a test running its cases
6 Days Ago
merge from main
6 Days Ago
merge from cookingworkbench_kettle_fix
6 Days Ago
merge from settings_dropdowns_fix
6 Days Ago
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6 Days Ago
6 Days Ago
Fix placement guide rotations. Hookup icon links and generate/assign icons.
6 Days Ago
merge from store_nre_fixes
6 Days Ago
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Randomised rooms for train tunnels - UV fixes on boiler room. Started first art pass of Small Room C.
6 Days Ago
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6 Days Ago
Bunch of building help/glyp improvements. Add building hints. Analogue inputs now support glyph display too.
6 Days Ago
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6 Days Ago
More improvements, prompts, help display.
6 Days Ago
Animal Fence LODs and gibs
6 Days Ago
- Simplify cow needs to be easier to balance and understand as a player: remove mood as a tracked value, mood is just computed on demand by min(fullness, hydration, personal space) - HP just converges to mood so that happy cow is full hp, sad cow dies automatically, and eating automatically heals => added benefit: cow condition becomes cleanly visible to players through the healthbar - Sleeping cows needs are frozen instead of ticking down - Add ultra compact building to benchmark (multiple cows in a 1x1 with through or shelter) - Fix benchmark not having water source for free range cows, causing free range cows to produce less scrap
6 Days Ago
let subsystems contribute to IK, move shields to it
6 Days Ago
optim: only add root matrices when we're doing foot IK