141,148 Commits over 4,383 Days - 1.34cph!

9 Days Ago
Merge from parent
9 Days Ago
water wheel deploy fires effects instead of using RPC footsteps now play when a player pushing the water wheel
9 Days Ago
Merge from main
10 Days Ago
Female head UVset updates
10 Days Ago
Disabled Has Exit Time on the SItting -> Exit animation state The animator pose type will now persist it's value when a player dismounts, it used to reset to 0 as soon as a player dismounts This fixes mountables using a different pose type to the default sit animation transitioning to the default sit animation as soon as a player dismounts It always did this, but because the default sit animation was a single frame it was unnoticable
10 Days Ago
Call UpdatePlayerModel the same frame as a held entity is deployed, not the following frame This fixes the weapon appearing in the wrong location for a frame when it's parented to a prop bone and the prop bone is animated
10 Days Ago
fix sky compositing regression
10 Days Ago
Merge from projectile_visibility_fix
10 Days Ago
Fix projectile effects instigated by other players spawning under the map
10 Days Ago
FX/lighting prefab.
10 Days Ago
Updated UVsets on FemaleAverage LODs for hair caps
10 Days Ago
Bump steam.inf
10 Days Ago
Update branch - Fix download_server_list command not passing whether to include empty servers or not
10 Days Ago
Switch Snark/Tripmine/Satchel to HL1MP base for prediction Jiggle bones, NPC blinking and IK to use doubles HL:S weapon high curtime fixes More double curtime work CBaseEntity GroundChangeTime stuff, AddStepDiscontinuity, grenade timers, CAnimationLayer::m_flLastAccess, C_AnimationLayer, PhysGetSyncCreateTime. CSequenceTransitioner::UpdateCurrent, animevent_t::eventtime Some NPC improvements at high curtime * Scanners, Task/Schedule system, gargantua, hunter, gravity gun Change beam related variables to doubles Player anim state doubles More bone setup conversion to doubles * C_BaseAnimating::AccumulateLayers, StandardBlendingRules, C_BaseAnimatingOverlay::CheckForLayerChanges Particle system doubles Apply fmod for CurrentTime matproxy * Since materials deal with floats, we gotta do hacky stuff to keep it working smoothly Double curtime for closecaptions Switch EmitSound delays to doubles
10 Days Ago
kiosk signs
10 Days Ago
merge from main -> fix_server_browser_compression
10 Days Ago
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10 Days Ago
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10 Days Ago
merge from overfishing
10 Days Ago
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10 Days Ago
comment out ddraw for compiler issue
10 Days Ago
merge from qol_bug_report_config -> main
10 Days Ago
up default time to 30min
10 Days Ago
Clean: simplify sync from flying cache back to players Tests: none, trivial change
10 Days Ago
Include client.cfg when making a bug report to help when looking into the bug reports
10 Days Ago
Clean: annotate AreFlying jobs with context comments - got rid of ref and added ReadOnly in a couple places Tests: compiles
10 Days Ago
merge from main
10 Days Ago
Fix the deployable / redirect issues flagged earlier - a few fireworks were changing variant when picked up - industrial wall lights pointed to incorrect repair, required wood even though its not used to craft them - fluorescent ceiling light had different protection and HP than regular ceiling light - one of the lunar dividers had incorrect protection - innertube skins could be repaired unlike base item, wantedposter and industrial door had wrong item target - reactive target could be picked up while building blocked All green now ✅
10 Days Ago
merge from fix_network_profiling_broadcast -> main
10 Days Ago
Add toast message is area is overfished
10 Days Ago
Merge from monument_notification_sounds
10 Days Ago
Fix network profiling not counting how many packets are queued on main thread vs broadcast to multiple players
10 Days Ago
Changes to server gameplay event notifications: - All gameplay events now run through the WorldNotificationConfig asset. Events without sounds will always display UI toast messages, as before - Cleaned up how the monument notifications worked, now go through the player like toast messages do. Was able to get rid of the entity on oil rigs used just for sending the event notification. S2P both oil rigs - Player and event must both be inside/outside the deep sea for the player to be notified of that event - Removed ServerVar 'global.legacymonumentnotifications' and ClientVar 'ui.monumentnotificationtoasts'. Replaced with ClientVar 'ui.worldnotifications' and an option under game settings->UI->misc to set prefer sounds/sounds+toast/toast only - Corrected the AI generated convar description for 'graphics.compass'. Doing my part in the machine war
10 Days Ago
merge from deep_sea_sleeping_bag -> main
10 Days Ago
Codegen
10 Days Ago
Window atlas update
10 Days Ago
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10 Days Ago
merge from main -> deep_sea_sleeping_bag
10 Days Ago
Merge from main
10 Days Ago
Fix spacing of sleeping bag separator
10 Days Ago
Include hidden redirect items in the tests for inventory sounds
10 Days Ago
Split off interior of rentable shop A (wip)
10 Days Ago
Bowless Crossbow - missing changes
10 Days Ago
Bowless Crossbow - updated viewmodel, WIP textures
10 Days Ago
fix bounds after downscale + snapping changes
10 Days Ago
merge from waterwheel_downscale_option
10 Days Ago
Codegen
10 Days Ago
Add achievements for: - Entering deep sea - Building a boat - Hitting a boat with a cannon
10 Days Ago
Merge from main
10 Days Ago
fixed up medical syringe, updated 3p anims, added anim events