240,140 Commits over 3,837 Days - 2.61cph!

3 Years Ago
Hammer: Added "Allow physgun" and "toolgun whitelist" keyvalues to func_lod
3 Years Ago
FIxed prop_vehicle_prisoner_pod (Sandbox Chair vehicles) forcing FOV to 90
3 Years Ago
Fixed a potential material refcount issue when binding materials in CMatQueuedRenderContext
3 Years Ago
Fixed render entities breaking if you delete any render entity within a tick event callback
3 Years Ago
merge from main
3 Years Ago
Potential crash fix in CMatQueuedRenderContext::Bind
3 Years Ago
merge from aiz_creation
3 Years Ago
merge from submarine
3 Years Ago
Swamp a,b,c now uses the same Fog FX that is used at the bandit camp - no longer lit at night from 400m S2P Swamp A,B,C
3 Years Ago
Really take care of npc_barnacle crashes when something deletes its internal physics objects
3 Years Ago
Added prevent building volumes to underwater lab prefabs
3 Years Ago
merge from misc_improvements
3 Years Ago
Split TerrainPath.DungeonRoot into TerrainPath.DungeonGridRoot and TerrainPath.DungeonBaseRoot so the train tunnel navmesh doesn't pull in the underwater labs
3 Years Ago
modded folder organization (will break paths) Adding a bunch of commonly requested and missing objects
3 Years Ago
DungeonBaseInfo has a list of DungeonBaseFloor, which each contains a list of all DungeonBaseLink that are on that specific floor
3 Years Ago
merge from main
3 Years Ago
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3 Years Ago
Fixed incorrect main ladder placement and missing pool ladder volumes in module_1200x1800_ladder_moonpool
3 Years Ago
Fixed underwater fog no longer disappearing inside underwater labs (introduced by environment volume change in 63133) Made underwater_effect admin convar also disable underwater fog Added UnderwaterLabs environment type to all underwater lab prefabs (to detect when their map has to display)
3 Years Ago
Make double sure player can't be damaged by a vehicle while driving a vehicle
3 Years Ago
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3 Years Ago
Only allow air control when car is sufficient distance away from surface
3 Years Ago
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3 Years Ago
Increase submarine throttle/max speed
3 Years Ago
Allow faster steering adjustments in the submarines
3 Years Ago
When mounting a sub, always fill the driver's seat first
3 Years Ago
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3 Years Ago
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3 Years Ago
Turn wheels even when stationary
3 Years Ago
Rework air control input
3 Years Ago
- Fixed submarine physics behaving incorrectly (jittery, didn't maintain depth) if the submarine was spawned instead of pre-placed in the scene. The trouble was script execution order, specifically the submarine's tick happening after the buoyancy tick. - In solving this, moved the FixedUpdate tick on all mountables to use a single real FixedUpdate call from ServerMgr. Should improve performance (will test soon).
3 Years Ago
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3 Years Ago
Merge from main
3 Years Ago
Better cancel support for internet streams
3 Years Ago
Car air control and uprighting when you're upside down
3 Years Ago
Slightly better car camera for all orientations
3 Years Ago
Update car chassis
3 Years Ago
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3 Years Ago
Merge from main
3 Years Ago
Use car driver as attacker
3 Years Ago
Add ModelEntity.EnableTraceAndQueries
3 Years Ago
Modify chassis a bit
3 Years Ago
TTT: PT-BR translation updates (#1815)
3 Years Ago
✕ is a better X
3 Years Ago
Add a window component WIP inventory display WIP action bar (currently has a button to toggle the inventory)
3 Years Ago
Fix incorrect wheel distance
3 Years Ago
Add tag to player while driving so wheel traces can filter it out
3 Years Ago
Use physics world global gravity for car grounded gravity
3 Years Ago
Made the windows of the duo sub bigger updated lods accordingly
3 Years Ago
Resizer tool can reset scale with reload button