136,205 Commits over 4,293 Days - 1.32cph!

fix left 'ammoLeft' parameter not having the right string name
Show if mounted turret is full or empty of ammo via swapping its idle animation to have the chain removed
Today
added turret protection to cannon coconuts stack to 20 naval labs mission yields double diving tank naval treasure msision yields armor plates
Today
merge from artist_pack_dlc
Today
Refactor reactive targets, removing duplicated code and fixing collider issues on standard reactive target
Mounted weapons now give you hit markers when you shoot others - Setup ownership system for held entity
Today
merge from LNY26
Today
updated LNY26 sitem ids
Today
FIx some oil barrels dropping below the island docks
Today
merge from main
Yesterday
fix large ornate frame easel socket again
Yesterday
Improve scientists undergeared player evaluation
Yesterday
Removed IO hover text for signage, which has no IO connections
Yesterday
Fix front pt boat turret having really high sensitivity and being hard to aim
Yesterday
Initial bandaid fix for npc recklessly rushing players with prim weapons
Yesterday
naval_update -> naval_update/boat_steering_creaks
Yesterday
naval_update -> naval_update/boat_steering_creaks
Yesterday
Disable nav agent when scientists are sleeping, add editor only ai.showSleep command
Yesterday
Paintball Gun - removed refraction material from 3p models, now only in 1p
Yesterday
shutter frame network range fix
Yesterday
Fix some addons erroring out due to DImage changes Fix branch difference compile errors (mksheet)
Yesterday
Fix incorrect guide mesh for boat walls
Yesterday
Fixing more broken files
Yesterday
Merge from main
Yesterday
Adding rigged salvaged hammer viewmodel mesh
Yesterday
Attempt to unbork the naval merge subtraction
Yesterday
DPV anim updates to fix root issues
Yesterday
merge from naval_update
Yesterday
Fix for BBS loading
Yesterday
Merge from PT_Artfix
Yesterday
Fix for radar rotation and corrected broken paint tint.
Yesterday
Added a blit texture specifically for transparent refraction on view model objects
Yesterday
Merge from naval_update
Yesterday
disabled "lockable" on frames
Yesterday
Fix client compile error
Yesterday
Improve the way scientists search after losing sight of their target, todo fix scientists peeking too often instead of staying put
Yesterday
Subtract 141960 fix_npc_flanking
Yesterday
Merge from main
Yesterday
Merge from artist_pack_dlc
Yesterday
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
Yesterday
Updating skinning for egg suit
Yesterday
Merge from naval_update
Yesterday
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
Yesterday
Merge from client_parenting_callback_fix
Yesterday
outbreak scientist npc player v4 rig anims exported
Yesterday
Merge from bbs_player_limit
Yesterday
scientist_boats_gameplay_pass_4 -> main
Yesterday
- Buff PT Boat loot - Buff RHIB Loot
Yesterday
Finger poser UI flips controls for right hand Put the i in Dynamite Rework Finger poser a bit * Do not use hardcoded lists of bones, add a new list library list so addons can add support for custom models easily. * Deduplicate some code * Improve support for Zeno Clash 1 models Localize "Loading..." labels in Steam Workshop browsers * Also made it more consistent between all content types Merged PR: Localize some more UI texts Fix a very spammy warning on Linux Localize Favorites map category in main menu * Also fix localization of Other maps category Localize server outdated tag * Also fix translation module adding trailing space to every single output string Minor cleanups * Removing some unused VGUI code that I came across Duplicator uses icons instead of text for workshop status Fix a regression with func_tracktrain * It a portal2/csgo change, weirdly Minor cleanups Duplicator tool changes * Improve rendering of the dupe bounds when intersecting with world * Improve dupe spawn position calculation to avoid spawning in walls * Show selected dupe name/icon in context menu Final finger poser mod support updates Fixed more crashes and many potential crashes to do with models
Yesterday
snowmobile, zipline and paddling anim updates