131,160 Commits over 4,232 Days - 1.29cph!

Yesterday
Update FGD files Remove non existent entities from BreakableBrush spawnobject Fixed default model for physics_cannister, npc_launcher and weapon_bugbait Remove default model (error) for npc_missiledefense (now a box) Move modelscale keyvalue from Breakable to specifically prop_physics and its variants
Yesterday
Update FGD files Remove non existent entities from BreakableBrush spawnobject Fixed default model for physics_cannister, npc_launcher and weapon_bugbait Remove default model (error) for npc_missiledefense (now a box) Move modelscale keyvalue from Breakable to specifically prop_physics and its variants
Yesterday
Merge from boat_building
Yesterday
Merge from more_auth
Yesterday
Can now set lock code from edit mode
Yesterday
Gun turret container on the attack heli now gets cleared correctly when using fixcars command.
Yesterday
Re-enable auto auth on place back to steering wheel
Yesterday
Renamed some prefabs, folders
Yesterday
Bunch more auth work, fixes and UI option consistency.
Yesterday
Started on the item tab
Yesterday
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching
Yesterday
Power mannequins to change their pose
Yesterday
Padding and layout fixes
Yesterday
Added RobotoMono-Bold
Yesterday
realmed OverlapSphere - this isn't worth it, it's going to break the whole game to fix minor annoyances or in-editor mistake
Yesterday
Fixed RobotoMono material fuckery
Yesterday
Burlap shoes repose/lods - added female prefab
Yesterday
realmed GamePhysics.CheckSphere - it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
Yesterday
Console menu navigation
Yesterday
Ninja suit repose
Yesterday
force World prefab spawning to spawn both client and server manager instances of the prefab in listen-server mode - something hacky in bootstrap to not fail trying to build a navmesh, we're populating TerrainMeta.Path.Monuments twice here but it might be a non-issue beyond this one
Yesterday
- Can now pass a radius to debug.puzzlereset, or not to reset all puzzles like before - Fix the command not working from the server console
Yesterday
Removed save file name from Craggy's GameSetup
Yesterday
Developer tool nav bar buttons
Yesterday
Client compile fix
Yesterday
- Added RPC name under the info section of RPC packets - Added global filters for server/client realms - Added packet type breakdown of the top packets - Clean restyle of the net graph
Yesterday
Command block tests
Yesterday
Added the old console to the new developer tool prefab for now
Yesterday
Added indirect instancing for the ballpit spheres
Yesterday
create GO for the client's physics scene to just hold a terrain collider (Terrain component not needed as it can reference the same TerrainData), should be able to share the static ignore grid still as well
Yesterday
Baseline, bootstrap spawns EngineUI2
Yesterday
Update vphysics to TF2-double version (Windows only) Adds PhysObj:GetBuoyancyRatio (returns 0 on Linux/OSX), Fixes PhysGun/GravityGun resetting buoyancy (Windows only)
Yesterday
Merging fpbuild related changes to main branch
3 Days Ago
Make net_error thread_local Fixed crashes to do with vehicle driver NPCs Foxed a potential issue with CNPC_Osprey Remove non existent entities from the FGD * Weapon_Brickbat, env_rotorwash, references to weapon_beerbottle, test_sidelist, npc_crabsynth, env_terrainmorph Change VPROF name for GetPathTime Make metrocops draw other types of pistols as well Fixed Combine Soldiers not walking/running with pistols/RPG Improve Metrocop behavior with the RPG * No longer tries to chase the player, go back to safe distance loop, etc. Combine Soldiers can walk/run with no weapon or melee weapons Breen acts like a combine when using weapons, instead of doing nothing Improve Hammer particle browser * No more random numbers in Used count, no more 13FPS, better layout, no more black background Revert "Do not rebuild node graph for workshop maps" Merge branch 'main' into prerelease Fix NPCs being unable to shoot the Alyx Gun Fixed some unfortunate regressions with vehicles Ship light_cagelight01_off.mdl with fixed physics Ship fixed physics for windmill_blade004b.mdl Ship dock_broken01a.mdl with fixed physics * No more bits sticking out Fixed StudioMDL crashing when creating folders for the model Fixed utilityconnecter006b/d.mdl physics Fixed certain NPCS constantly lowering their weapons after each burst Mossman/Kleiner/Breen/Eli Merge branch 'main' into prerelease
Yesterday
Add a network graph
Yesterday
Setting up EngineUI2_DeveloperTools prefab
Yesterday
Implemented a simplified version of the ball pit physics in a test scene
Yesterday
Auto auth player on placing steering wheel
Yesterday
console tools
Yesterday
Burlap shirt repose/lods
Yesterday
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Yesterday
plastic please
Yesterday
Renamed the prefabs
Yesterday
easel lods
Yesterday
Fix for texture issue on 3p m15