141,934 Commits over 4,383 Days - 1.35cph!

58 Days Ago
Added deployed sfx when placing a windturbine
58 Days Ago
Fixed drone deploy guide to face the correct way when clear to place.
Rin
58 Days Ago
Merge from QA_Island_V2
Rin
58 Days Ago
Attempt to fix startup NRE
58 Days Ago
Sucessfully cleaned and removed PlayerRigUpdate2 from hackweek_golf
58 Days Ago
Cherrypick from range 142973 -> 143247
58 Days Ago
Cherrypick 142957
58 Days Ago
Cherrypick 142943
58 Days Ago
Cherrypick 142938
Rin
58 Days Ago
Merge from LNY26
Rin
58 Days Ago
Fixed Horse Mask world model outlines
59 Days Ago
Scene fix.
59 Days Ago
59 Days Ago
Various stuff. Splat backup.
60 Days Ago
Test for io arrow having a direction and handle name not being empty Finds 5 items with missing io arrows
60 Days Ago
Some optims on CollectInventory, needs more work later
60 Days Ago
Improved copy paste behaviour Cleanup
60 Days Ago
Optims: notify the computer when the data network changed and needs to be repolled, instead of polling every tick
2 Months Ago
Maintaining control of the flag awards clan score Flag shows the clan logo on it when being controlled by a clan
2 Months Ago
Booleans are using toggles instead of input fields Added debug convar, prints each node and connection state Cleanup and optims
2 Months Ago
Try to fix MacOS build error
2 Months Ago
Delete networked m_iPlayerSoundType and related stuff * Removed a bunch of HL2MP_Player methods that were unused or overwritten Delete unused networked value m_szLastPlaceName Deletes CBasePlayer::GetLastKnownPlaceName Remove unused CBasePlayer.m_fOnTarget networked property Removes CBasePlayer.ResetAutoaim, GetAutoaimScore, AutoaimDeflection, IsOnTarget Removes CBaseCombatWeapon::GetSpriteAutoaim, GetSpriteZoomedAutoaim Removes unused autoaim_max_deflect convar Delete CBasePlayer.m_szAnimExtension (unused) Deletes C_BasePlayer::SetAnimation, m_flPhysics, m_szAnimExtension, SetAnimationExtension Deletes hud_autoaim.cpp Deletes CBasePlayer.m_szAnimExtension, SetAnimation, SetAnimationExtension, SetWeaponAnimType, m_szAnimExtension Deletes CBaseCombatWeapon::GetAnimPrefix, last argument of CBaseCombatWeapon::DefaultDeploy More cleanups * Removed ent_autoaim concommand * View model vgui screens stuff * Remove CBaseCombatWeapon::GetBulletType, CBaseCombatWeapon::GetControlPanelInfo, CBaseCombatWeapon::GetControlPanelClassName, GetMaxAutoAimDeflection, WeaponAutoAimScale, ShouldShowControlPanels, IsInBadPosition, RepositionWeapon * Remvoed CBaseViewModel.SpawnControlPanels, DestroyControlPanels, SetControlPanelsActive, ShowControlPanells, m_sAnimationPrefix, m_hScreens Remove some unused NPC networking stuff Removes CAI_BaseNPC.StartPingEffect, m_flTimePingEffect, m_iSpeedModSpeed, m_iSpeedModRadius, m_bSpeedModActive ActivateSpeedModifier, DisableSpeedModifier, SetSpeedModRadius, SetSpeedModSpeed hammer inputs are removed. They never worked because the some client code for it is never compiled in any Source game.
2 Months Ago
Fix sorting order of base building blocks
2 Months Ago
Fix window blueprint skin assignment
2 Months Ago
Add blueprint skins for half wall, triangle foundation and triangle floor
2 Months Ago
Add skins to the respective source prefabs
2 Months Ago
Fix NPE client crash when game.Get3DSkyboxInfo is ran too soon Remove FCVAR_REPLICATED from hud_deathnotice_time * It's a clientside convar, the flag has no effect. Fix color mismatch between cl_ and sv_ showhitboxes cl_showhitboxes 2 to show ONLY player hitboxes
2 Months Ago
▅█▊▍▉▍ ▉▆▆▊▍ ▉▌▌ ▉▌ ▍▅▅▅▋▍ ▋▆▊▍▋▄▆▄▍▋ ▆▉▉▆█▆▌▄ ▉▍▆▊▆▆ ▍▆▉▄▋▄▌▄▆▅▊▇▆▊▅█ ▄▅▋▆▆▇▇▆█ ▋▆▅▉▌▋ ▅▄█▄█▉▅▆ ▌▌▆ ▆▇▉▄ ▍▆▌▅▌ ▄▌▍▍▊▍ ▆▊▄ ▋▋███ ▉▇▋▉▊▍▍▌
2 Months Ago
Start on IO prefab tests Checking relevant prefabs for inputs/outputs/main power slot Checking handles are not too far from any collider
2 Months Ago
missing connection in tech tree, swapped some items around based on scrap cost
2 Months Ago
prefab setup (wip) for the uzi
2 Months Ago
Fix trailer having no wheel friction
2 Months Ago
Changed fillContainer to a raycast instead of a radius check so it'll fill whatever container you're looking at. Added a new command called fillContainerInRadius which does what fillContainer previously did.
2 Months Ago
Hooked up the missing path on utility tree, fixed MQ and HQ car parts being default BPs
2 Months Ago
V1 reorganising engineering tech tree contents. Removed low quality car parts from tech tree, now default BPs.
2 Months Ago
Bugfix: fix 21 incorrect calls to Pool.Free instead of Dispose Tests: compiled all modes in editor, built standalone C and S
2 Months Ago
Update: PoolAnalyzer - added detections for IProto.Dispose not being called and calling Pool.FreeUnsafe instead of Pool.Free - debug binary build from b189abf6 (moved to new repo) Reported a bunch of warnings, going through them separately Tests: unit tests + started unity
2 Months Ago
Biome stuff backup
2 Months Ago
use standard shadowmaps to prevent leaking
2 Months Ago
merge from main -> hackweek_trailers
2 Months Ago
Hackweek: set limitNetworking when spawning blueprint building block so it doesn't flicker - changed limitNetworking: review later
2 Months Ago
Add skins to source prefabs
2 Months Ago
Add blueprint skin variantsfor wall. door frame, window & square floor
2 Months Ago
▉ ▆▄▍▍█▍ ▆▋▇▇▊ ▉▇▍▇▆ ▋▇▆▄ ▅▄█▍▍ ▊▋█▉▉▇▄▌ ▋▄ ▆▅▄▅▅▅▆ ██▉█▌▌▇▉ █▉▇▊█▅ ▉▄▍▋▆▋ ▆▋▄▊
2 Months Ago
Fixed some bugs with the default inputs and invoke method node
2 Months Ago
apartment complex greybox - polishing demolished side a bit some layout adjustments to fit newer greyboxed buildings
2 Months Ago
Added coiled model for the hose tool world model prefab
2 Months Ago
Test for verifying deployables that are placeable on boats have only convex colliders All pass as expected
2 Months Ago
Apartment complex b greybox update
2 Months Ago
Simplify prefab pre processing error (to get more info on this build issue)