159,180 Commits over 4,566 Days - 1.45cph!

36 Days Ago
Ferry terminal power grid loot room
36 Days Ago
Add items, link em up.
36 Days Ago
More navmesh and path following optis: - Disable navmesh carving completely when new navmesh is enabled, we still had its overhead - Pin arrays before marshalling them, because unity's mono is not smart enough to do it and is copying everything which is excruciatingly slow - During path following, when calculating remaining distance, cache the rest of the path and only update the current segment we're on, instead of recalculating the length of the whole path - Add telemetry to new navmesh
36 Days Ago
Merge from main
36 Days Ago
Cow eat animations to include trough variants
36 Days Ago
Reverse gate open direction. Tweak gate volumes so it can be snap placed more betterer.
36 Days Ago
Fix compile error in ConsoleSystem
36 Days Ago
Fix missing #if SERVER directing to gate navbakestats
36 Days Ago
Fix compile error with url in "none" compile mode
36 Days Ago
Merge: from main
36 Days Ago
merge from ai_hotfixes_for_monument_blocker_patch
36 Days Ago
Subtract the subtract
36 Days Ago
Update gate bounds
36 Days Ago
merge from main
36 Days Ago
merge from main
36 Days Ago
halloween door wreath deploy guide fix, also fixed easter door wreath too. Deploy guide sound fix on string lights. Pickup fix on halloween door wreath
36 Days Ago
Subtract 163412 new_navmesh_fixes
36 Days Ago
More sensible placeholder crafting costs
36 Days Ago
Debris removal. Set wood protection instead of stone.
36 Days Ago
Fixed gibs
36 Days Ago
Updating m92 world model rig
36 Days Ago
36 Days Ago
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36 Days Ago
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36 Days Ago
merge from medical_honey_bandage
36 Days Ago
Setup collision/colliders correctly in prefabs.
36 Days Ago
Added honey bandage to primitive and hardcore tech trees
36 Days Ago
merge from carvable_pumpkin_deploy_fix
36 Days Ago
merge from paintball_gun_fixes
36 Days Ago
merge from viewmodelscope_nre
36 Days Ago
merge from static_piano_fix
36 Days Ago
merge from TriangleHatchDeployfix
36 Days Ago
merge from deployanim_fix
36 Days Ago
merge from vehicle_pooling
36 Days Ago
merge from glass_ar_motion_blur_fix
36 Days Ago
merge from new_navmesh_fixes
36 Days Ago
merge from Floating_bandage_fix
36 Days Ago
merge from oilrig_light_fix
36 Days Ago
Merge from main
36 Days Ago
merge from main
36 Days Ago
Renamed deployed entities to include .Deployed per convention.
36 Days Ago
Setup missing socket/checks on gate
Rin
36 Days Ago
merge from mt_snapshot_saving
36 Days Ago
merge from main
36 Days Ago
Merge from main
37 Days Ago
cherry picked martyns rail hide code from changeset 153305 - allows the holosight rail to hide depending on the weapon its attached to.
37 Days Ago
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37 Days Ago
cherry picking 8x scope, handmade sight and holosight refreshes
37 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?