136,412 Commits over 4,324 Days - 1.31cph!

5 Days Ago
Bug fixes with empty animator. Put 'IsEmpty' through a SyncVar
5 Days Ago
Don't allow door controllers on player boats in edit mode
5 Days Ago
Don't allow IO connections at all in boat building stations
5 Days Ago
Merge from gesture_sfx_fix
5 Days Ago
Added a new empty idle state to both gesture layers to work around crossfading into already running state issue in playables Fixes wave gesture not playing 3rd person animation Fixes wave sfx running after every gesture
5 Days Ago
Fix some addons erroring out due to DImage changes Lets try updating BASS.DLL to 2.4.18.3 * Probably achieves nothing at all Include hl2 version of buildingset056a * Apparently it was changed in the 20th anniversary update? particle COLLISION_MODE_INITIAL_TRACE_DOWN traces down * instead of tracing west More potential crash fixes
5 Days Ago
albedo colors
5 Days Ago
fix left 'ammoLeft' parameter not having the right string name
5 Days Ago
Show if mounted turret is full or empty of ammo via swapping its idle animation to have the chain removed
5 Days Ago
added turret protection to cannon coconuts stack to 20 naval labs mission yields double diving tank naval treasure msision yields armor plates
5 Days Ago
merge from artist_pack_dlc
5 Days Ago
Refactor reactive targets, removing duplicated code and fixing collider issues on standard reactive target
5 Days Ago
Mounted weapons now give you hit markers when you shoot others - Setup ownership system for held entity
5 Days Ago
merge from LNY26
5 Days Ago
updated LNY26 sitem ids
5 Days Ago
FIx some oil barrels dropping below the island docks
5 Days Ago
merge from main
5 Days Ago
fix large ornate frame easel socket again
5 Days Ago
Improve scientists undergeared player evaluation
5 Days Ago
Removed IO hover text for signage, which has no IO connections
5 Days Ago
Fix front pt boat turret having really high sensitivity and being hard to aim
5 Days Ago
Initial bandaid fix for npc recklessly rushing players with prim weapons
5 Days Ago
naval_update -> naval_update/boat_steering_creaks
5 Days Ago
naval_update -> naval_update/boat_steering_creaks
5 Days Ago
Disable nav agent when scientists are sleeping, add editor only ai.showSleep command
5 Days Ago
Paintball Gun - removed refraction material from 3p models, now only in 1p
5 Days Ago
shutter frame network range fix
5 Days Ago
Fix some addons erroring out due to DImage changes Fix branch difference compile errors (mksheet)
5 Days Ago
Fix incorrect guide mesh for boat walls
5 Days Ago
Fixing more broken files
5 Days Ago
Merge from main
5 Days Ago
Adding rigged salvaged hammer viewmodel mesh
5 Days Ago
Attempt to unbork the naval merge subtraction
5 Days Ago
DPV anim updates to fix root issues
5 Days Ago
merge from naval_update
5 Days Ago
Fix for BBS loading
5 Days Ago
Merge from PT_Artfix
5 Days Ago
Fix for radar rotation and corrected broken paint tint.
5 Days Ago
Added a blit texture specifically for transparent refraction on view model objects
5 Days Ago
Merge from naval_update
5 Days Ago
disabled "lockable" on frames
5 Days Ago
Fix client compile error
5 Days Ago
Improve the way scientists search after losing sight of their target, todo fix scientists peeking too often instead of staying put
5 Days Ago
Subtract 141960 fix_npc_flanking
5 Days Ago
Merge from main
5 Days Ago
Merge from artist_pack_dlc
5 Days Ago
Update some damage protection properties for paintball damage type Similar to the water gun the server already sets damage to 0 if we're not hitting the right kind of entity, but made sense to update these anyway These damage protection properties also had not been configured correctly for bee stings and water
5 Days Ago
Updating skinning for egg suit
5 Days Ago
Merge from naval_update
5 Days Ago
Ship mksheet.exe (for particle sprite sheets) saverestore uses ErrorNoHaltWithStack not Msg * Also fixed a Lua error due to missing ErrorNoHaltWithStack Merge Pull Requests * Apply name filter to post refresh server list updates * Fixed Lua errors when manually running internal concommands dupe/save_publish Fixed an exploit that allowed spamming player_pickup on the server * For now, we block any new pick up attempts if we have a prop already picked up. Replace barney's face on EP1 maps Dynamic resupply changes * Use GetMaxArmor instead of hardcoded 100 * Use "canon" values for max ammo of each ammo type (instead of 9999), so it spawns more useful ammo types instead of shotgun ammo all the time Fix Combine Soldiers using rifle walk/run anims with shotguns Disable more Low Violence code that checked the registry * It was already basically unused, so it won't confuse me in the future by being still compiled Add description and min/max to engine_no_focus_sleep Added EnableSpotlight Input to npc_cscanner PR: Fixed an accidental global var in DModelPanel Fixed models with matproxies flip flopping render groups (static props) Faceposer fixes * Does not try to access flex controllers above 96 (since no convars anyway, and no networking) * Fixed faceposer setting invalid flex value ranges (from MIN to MAX of the flex which is incorrect, to from 0 to 1 which is correct) Potential fix for player model faces (alyx/gman) in multiplayer Remove HUD Hint related code from base weapon Update Rebel texture sheets to fix a small issue on the gloves