131,053 Commits over 4,232 Days - 1.29cph!

4 Days Ago
Another compile fix
4 Days Ago
Fixed compile errors
4 Days Ago
removed anim events sfx from m4 shotgun idle anim
4 Days Ago
turret_head_animations -> naval_update
4 Days Ago
Stop the reload animations of a turret if you hop off
4 Days Ago
3p smg anims updated with corect spine position
4 Days Ago
Fix some issues with my one shot cancellation
4 Days Ago
Stop current player one shot if mounting or dismounting
4 Days Ago
Made front turret way smoother to look around with
4 Days Ago
3p boat steering tests - added Steering_Boat mountpose enum - added placeholder player sitting pose - added steering anim to player animator - set steering deployable to use pose, updated mount position
4 Days Ago
Rear turret eye adjustment to remove clipping
4 Days Ago
3p bolt rifle anims updated so finger does not clip through the gun
4 Days Ago
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
4 Days Ago
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
4 Days Ago
set up wind stings and general improvements on the ambience volumes and triggerers
4 Days Ago
naval_update -> turret_head_animations
4 Days Ago
Disable burst compile on InvalidateRaycastHits to fix nametag visibility bugs with terrain/water.
4 Days Ago
Added multi-line support for balloon text editing
4 Days Ago
moved some vertex processing into multi-threaded generation
4 Days Ago
fixed triangle -> vertices/indices processing, each edge holds a cache of indices (max of 4 that it can produce in any configuration) and vertices check this cache before adding their own - EdgeKey now just holds the interpolated vertex and an order-independent hash of the grid corners it is defined by - Lets us weld vertices within our own tolerance, roughly halves verts and allows smooth normals to be calculated properly (we lose hard edges a bit with this, but we can solve that procedurally later if we want)
4 Days Ago
export spas shotgun anims with correct spine position
4 Days Ago
IO line are switched to LOD dynamic when their IO ent is parented to something
4 Days Ago
More IO prefabs deployable on Large Vehicle layer
4 Days Ago
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4 Days Ago
set up birthday hat to be skinnable of candle hat
4 Days Ago
Created a bespoke anim set for m4 shotgun and applied the anims to m4 override controller
4 Days Ago
added gib material with emit disabled
4 Days Ago
Merge: from spectate_related_cmd_fixes - sleeping-/usersinrange commands now run from spectated player's position, if spectating Tests: used commands when spectating
4 Days Ago
Update: when running sleeping-/usersinrange, prefer to query from spectating target position Tests: used the commands while spectating
4 Days Ago
Updated language files 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"
4 Days Ago
multi_drop_nre_fix -> main
4 Days Ago
merge from main
4 Days Ago
add printouts
4 Days Ago
added matrix lods, gibs, material adjusted and updated prefab
4 Days Ago
Medical syringe animation polish pass
4 Days Ago
Hat texture size pass. Flame replacement (still wonky atm in this commit)
4 Days Ago
Merge: from spectate_command_fix - Bugfix for spectate doing nothing when spectating far-away player - Bugfix for error on respawn after spectate if previously didn't have a spectate target Tests: used spectate out of network range 10 times in a row, used keybind to spectate twice in a row - no issues
4 Days Ago
Bugfix: Spectating - when no valid spectator found when starting to spectate, ensure we still set the right SubStrategy - If no spectate targets were found, chat message now contains the used filter Could easily happen for people using keybinds, as keybind sends "spectate True" Tests: using keybind, spectated other player twice in a row - no more errors
4 Days Ago
Bugfix: Spectating - ensure Spectating flag always gets sent to the owner Fallout from the queue skipping optimization Tests: Went outside of network range, waited for subscription to unsub and and started spectating on a 2p server. Did it 10 times - no failures
4 Days Ago
All neon signs deployable on the vehicle large layer
4 Days Ago
More IO prefabs deployable on the large vehicle layer
4 Days Ago
merge from the correct gui_sculpting branch
4 Days Ago
Cherry pick dock and edit fix
4 Days Ago
merge from sdf_sculpting
4 Days Ago
Fix FindDockableStation return logic. Fix occasional NRE disconnect with dock and edit.
4 Days Ago
add hmlmg
4 Days Ago
Merge from puzzle_reset_hotfix
4 Days Ago
Another attempt at arctic rad zone issue
4 Days Ago
Fixed InvalidOperationException in radiation damage
4 Days Ago
merge from fireballyellowfix