142,701 Commits over 4,383 Days - 1.36cph!

Yesterday
Protobuf for upkeep
Yesterday
Add safezone trigger to apartment complex and make the building blocked + safezone triggers a bit bigger
Yesterday
Calculate upkeep time per apartment based on amount of items inside storage - only network to the players who own the apartment rooms - cost is based on explosive items (as configured previously) - payment is based on scrap that is inside your chests (may make a dedicated payment box later) Show upkeep in bottom right when you are within the apartment complex
2 Days Ago
update apartment_complex_monument/prototype
2 Days Ago
Fix priority on apartment scene menu item
2 Days Ago
fixed normals on flame turret guidemesh
2 Days Ago
Remove using as well
2 Days Ago
merge from main -> apartment_complex_monument
2 Days Ago
Unity Editor compile fix
2 Days Ago
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2 Days Ago
Update default spawnlists a little * Replaced barrel model to a destructible one, added the 2 CS:S paining models that had their textures fixed recently Fixed Player:Lock and server spawns causing drowning noise FGD cleanups * Remove fireballsprite from env_explosion (never did anything) * Remove coldworld and xbox specific fields from worldspawn * Remove WaveHeight from func_water_analog * Remove SetLocatorTargetEntity from player_proxy entity * Turn some number fields/inputs from strings to floats Merge recent BoneCache changes from x86-64
2 Days Ago
merge from main
2 Days Ago
Add mortar pitch display, refactor generic overlay to allow for appending prefabs
2 Days Ago
Apply some checks to CBoneCache
2 Days Ago
Exclude hidden redirects so the new barrels / shelves which now use dummy redirect base items don't fail all the tests
2 Days Ago
merge from main
2 Days Ago
vendingmachine_ui_refresh -> main
2 Days Ago
WIP setting up dart board prefab
2 Days Ago
Second set of fixes - fake inventory compile errors
2 Days Ago
Compile fix - swap to using flags
2 Days Ago
vendingmachine_ui_refresh -> main
2 Days Ago
Clear hover over button fixes
2 Days Ago
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2 Days Ago
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2 Days Ago
- Fix bugs with suggestions not being clickable - More final polish
2 Days Ago
- Final style changes - Added suggestions area in admin panel
2 Days Ago
Updated sprint anim (test)
2 Days Ago
Fix prediction errors being "stronger" at high curtimes * Bumping into props at high curtime was causing velocity "mispredicitons" to be more severe than they should be. Remove CThinkSyncTester from client builds (unused) Bump Steam.inf Removing unused TempEnt networking * Te_Explosion, Te_FootPrintDecal, TE_LargeFunnel Removed some unused globals * To do with goldSrc legacy effect systems * Remove some obsolete networked fields for TEBloodSprite (probably should nuke this entirely) Remove unused fields from env_explosion * env_explosion has fields to do with fireball sprite, value of which is never actually used. So we remove it. Remove some useless sprite precaches clientside * Doesn't seem to cause any side effects in my testing, sprites from HL1 era effects, mostly bubbles, smoke, lasers, explosions
2 Days Ago
Clean: removed FilterInvalidPlayers now that I've validated that all kicks were grouped at end - cleaned up comments that pointed out kick locations Tests: none, trivial change
2 Days Ago
industrial electric furnace - added lods - split glass and furnace - updated item skin - updated prefab
2 Days Ago
Bugfix: avoid NRE after kicking a player while iterating over a player cache - consolidated all kicks in ServerUpdateParallel to end of the method Tests: got kicked for terrain violations, no NRE
2 Days Ago
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
2 Days Ago
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
2 Days Ago
Potential fix for scientists not spawning on cargo
2 Days Ago
Fix minor typo in WhatUsesThis
2 Days Ago
Merge fixes.
2 Days Ago
Delete old wolf prefab and class, a consequence of this is that the population convar is now "wolf2.population", todo rename wolf2 to wolf
2 Days Ago
Update: StableObjectArray.RemoveAtSwapback can now optionally invalidate stable indices - added unit tests Should help us maintain packed state of dependent arrays - will start converting current use cases next. Tests: ran unit tests
2 Days Ago
merge from main -> fix_dynamic_occlusion_pausing
2 Days Ago
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
2 Days Ago
simplified encryption again
2 Days Ago
Simplify encryption
2 Days Ago
Merge from main
2 Days Ago
All remaining monument fixes.
2 Days Ago
Fixed a bunch of errors when baking and using the LOD baker tool
2 Days Ago
merge from playerboat_droppeditem_parent_fix
2 Days Ago
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
2 Days Ago
main -> vendingmachine_ui_refresh
2 Days Ago
Block setinfo concommand Try to prevent infinite loops in model animation code Apply "boing" jigglebone fix from TF2 SDK PRs * Fixes some models becoming invisible due to jigglebones * ValveSoftware/source-sdk-2013/pull/1721 Fix crash with dropship at entity limit w/ strider container Minor changes & cleanups Adjust airboat flashlight * Make it a bit brighter, make it shine a bit father, and fix weird horizontal cutting off due to vertical FOV More nullptr checks for when at entity limit * Stalker, Combine Cannon effects More cleanups for consistency Fix inverted condition on some Lua funcs, oopsie Disallow physics functions on players * Is there any reason to allow this? Add VPROF scope to IsPhysicsObjectValid Remove VPROF from GetType (& minor cleanups) Get rid of remaining CSteamAPIContext references * Enables updating Steamworks SDK to latest versions * Maybe fixed getting notifications in chat for already unlocked achievements Only disallow SOME characters from concommand names * Spaces, newlines, tabs, etc., for backwards compatibility with poor decisions in the past More cleanups * Deletes CPropAirboat::CreateAntiFlipConstraint (unused) * Delete unused fields on some tempents clientside Restrict control characters from concommand names as well * Surely no language uses those, I think concommand.Add throws error when giving invalid params Rollback changes to Player::GetEyeTrace * it causes bugs with existing mods, and the perf gains on client are negligible. On server, well, it causes bugs with existing mods Minor cleanups Force ragdoll light origin to the first physics bone * This fixes strider and some other models appearing black after spawning Fixed light origin on a bunch of PHX props * So when the props are spawned, they don't turn pitch black immediately or at certain resting angles * ~200 models affected Update some other model illumpositions * Seats, that one crate gib, alyxgun and annabelle * Fixed normals on stunstick world model Include notification font reduction * Somehow it was never included in the previous HUD related commit
2 Days Ago
range and accelerated visuals LODs and material setup prefabs replaced and updated.