141,684 Commits over 4,383 Days - 1.35cph!

12 Days Ago
Merge from main
12 Days Ago
power consumption set to a tentative 5
12 Days Ago
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500 If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
12 Days Ago
adjust bounds, move io input, add dismount on unpowered
12 Days Ago
Bone armour female version update
12 Days Ago
Bowless Crossbow - worldmodel and LODs
12 Days Ago
Defensive upgrade now adds +bonusSlots to actual crafting roll result. Default is +1
12 Days Ago
Apartment stove FX & lighting prefab & related files. Perma-enable attached it to the prefab, for now.
12 Days Ago
Bugfix: don't overwrite callstack depths for frame 0 with values for other frames when multiple frames are found Tests: ran Export2FramesTorn - it passes and looks correct-ish (same wrong offset as in Export2Frames)
12 Days Ago
Bugfix(tests): fix invalid test logic in ExportExtraEnd2Frames - renamed ExportExtraEnd2Frames to Export2FramesTorn - added Export2Frames (shows invalid frame start - this is new) Tests: ran unit tests, failures where expected
12 Days Ago
exported latest crossbow bowless viewmodel  anims and updated rig
12 Days Ago
Fixing skinning for gingerbread man suit
12 Days Ago
Added ItemModContainerArmorSlot to 90+ additional clothing items so they can receive slots exclusively from the defensive upgrade. (list will need sanity checking if we do take this route)
12 Days Ago
Merge: from networkgrid_iterationspeed_changes - Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings) Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
12 Days Ago
Fix croc diving and charging
12 Days Ago
Update(tests): add ExportExtraEnd2Frames Test passes but looks incorrect Tests: ran unit tests
12 Days Ago
Add support for CraftedWithDefensiveUpgradeOnly. Setup beenie hat item as a test.
12 Days Ago
Bugfix: potentially support exporting profile of Recorder started inside a method and finished outside Need to write more tests to validate it works across frames - not confident about it. Tests: ran ExportExtraEnd - passes. ran all others - still valid
12 Days Ago
enable screen edge fade on eyeAO materials
12 Days Ago
computer station IO setup - no IO for static computer stations
12 Days Ago
add toggle for refraction screen edge fade behavior
12 Days Ago
Fix croc swim speed
12 Days Ago
Remove unecessary double reset of croc swim depth, remove log spam in sense component
12 Days Ago
Fix animals slowing down to a crawl when fleeing
12 Days Ago
Update(tests): emit valid timestamps when running profile exporter tests Tests: confirmed seconds-scale ranges in perfetto
12 Days Ago
Mannequin poses
12 Days Ago
Fix a few shader compilation errors with rare variants
12 Days Ago
Make mortar 3 functional: - swap out the script to allow for overriding behaviour. (empty for now) - hook up mortar shells as ammo - fix missing references for animator, ammo, fuse
12 Days Ago
Bugfix: handle cases where main thread doesn't have any profiling marks Veeeeeeery unlikely event to happen, but should be supported Tests: ran ExportEmptyMainThread test - it now passes
12 Days Ago
Fix animals looking behind unnaturally, bring back the fix from previous implementation
12 Days Ago
added a bunch more boat layouts for testing
12 Days Ago
Reduce guaranteed slots from defensive to 1
12 Days Ago
New(tests): ProfileExporter unit tests Synthesizes basic profile streams and sees if it sucesfully exports them, without checking contents. Tests: ran tests, 2 fail. inspected some outputs of passing ones
12 Days Ago
merge from render_pipeline_testing (reflection fix)
12 Days Ago
fix vclouds not showing up in water reflections in BiRP
12 Days Ago
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
12 Days Ago
12 Days Ago
Industrial Autoturret - Updated textures
12 Days Ago
Fixing skinning for lumberjack hazmat
12 Days Ago
New gesture animation polish pass
17 Days Ago
Simplify how we get Steam APIs * The new SteamAPI versions do not have the "api context" stuff anyway. * Deletes IGet::SteamRemoteStorage, SteamApps, SteamScreenshots, SteamUser, SteamFriends, SteamGameServer, ResetSteamAPIs Fixed another NPE crash with HLTV Fix some prediction errors with HL1 weapons * These weapons take too much effort Minor weapon prediction fixes * SLAM fixes * Minor Gravity Gun prediction fix (for holding right click) Re-multiply SWEP slot positions by 100 again * This is part of a hack that was removed, but mods are expecting this behavior now, so we restore the *100 part Update default spawnlists * Added Tool Gun world model to Garry's Mod spawnlist * Updated CS:S spawnlists - merged characters and weapons to "Counter-Strike" spawnlist New CS:S spawnlist to include ALL props from CS:S * Old "Map Props" spawnlist removed, add 2 new ones that contain all the models, one with the more useful ones, one with the less useful ones Merge PR to update default spawnlists Sort Browse => Games/Addons in spawnmenu using lowercase text * Fixes some models, such as W_AlyxGun appearing out of order Update 2 more spawnicons Fix combine dropship not flying away after deploying troops ILuaThreadedCall virtual destructor Updated spawnicons * Added spawnicons for most CS:S props, rerendered weapon icons to be brighter Apply a hack to hide toolsocclusion on MC:V maps Make some warnings use RED text * Bad lightmap extents on material, srcds_run warnings/errors Fix fallback skybox texture using non existent textures Fixed some potential crashes
12 Days Ago
merge from waterwheel_deployable
12 Days Ago
fix label of new io info on item
12 Days Ago
Workbench level 2+3 loot panel assignment
12 Days Ago
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12 Days Ago
fixed missing texture on tier 2 workbench
12 Days Ago
Add a workbench vitals prefab with the new setup, replace existing ones with it.
12 Days Ago
drag consistency fix - track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values - all tests now passing
12 Days Ago
Mannequin fbx update
12 Days Ago
Merge from vital_icons