134,647 Commits over 4,293 Days - 1.31cph!

Yesterday
Paintable Reactive Target - Initial folder structure, added model with LODs and textures
Yesterday
Removed prevent building volume from deep sea portals, not necessary
Yesterday
more prefab and setup updates, re-exported anims at origin, removed prefab offsets
Yesterday
Raise min height of airfield radiation puzzle Shrink size of airfield puzzle reset from 35m -> 28m S2P
Yesterday
Shifted arctic research base AI wake zone up by 15m, which shifts the puzzle reset & radiation height upwards S2P
Yesterday
Clear indicesToCheck list before reusing it for water collision ignores. Fixes native crash from projectile batching, and buoyancy batching breaking after enabling the deepsea.
Yesterday
Add `monumentpuzzleresetradiationoverride` convar to force enable radiation despite the puzzle's reset status (makes testing easier) Apply minimum height to the radiation spheres as well as the puzzle resets Show height cutoff position when `drawpuzzlereset` convar is enabled
Yesterday
initial implementaion, viewmodel prefab updates
Yesterday
(Hopefully) Fix player animations sometimes being left in weird states because of pooling. Clean up the way we release animation handles to make sure the input ports always get disconnected regardless of whether the handle is valid or not, release handles when pooling players.
Yesterday
zipline IK adjustments and finger pose fix
Yesterday
Fix compile errors due to branch differences
Yesterday
Fix crash from accessing null playable graphs and playables when releasing animation handles.
Yesterday
Validate graphs when setting animation handle progress - fixes cannon reload error spam.
Yesterday
stone component blockout WIP
Yesterday
More fixes for potential BSP loading crashes Prevent infinite loops in MapIO * When running over 100 map inputs per frame, continue firing inputs in the next frame. No input events are discarded. A console message is printed if the limit is hit. Update ambient_generic radius description in Hammer Remove status trying to use non existent convars Update Bootil's ZLib (Just testing if it will build on Linux) Remove Bootil's ZLib usage (GZip), since it is unused by the game Merged Pull Requests * Fixed "Edit entity" property creating Lua errors when the entity was removed after menu open * Don't use deprecated VGUIFrameTime in the base game Fix spawnicons not rendering when returning true in GM:RenderScene Try to solve undo ordering issues due to clearing of undo table Actually reenable net message buffer limiter thing Whoopsie Reenable FreeImage's GIF support for now * Should not rely on this, GIFs as addon previews are not officially supported (never were) Queue simple timers to next frame if called from a simple timer callback Fixed crashes to do with flexes on NPC models Probably fixed screenspace_general_8tex Added more data to util.GetSunInfo color, material, size Fixed a typo in nags_alyx.txt Do not eject players from vehicles on Spawn() during level transitions Fixed save restore warning due to NPC flex related changes Minor cleanups Fixed Sun Editor not inheriting map values properly Added SurfaceName to `trace` concommand
Yesterday
Do not eject players from vehicles on Spawn() during level transitions Fixed save restore warning due to NPC flex related changes Minor cleanups Fixed Sun Editor not inheriting map values properly Added SurfaceName to `trace` concommand
Yesterday
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Yesterday
merge from main
Yesterday
Raise min height for water treatment radiation puzzle S2P
Yesterday
Raise min height of trainyard radiation puzzle S2P
Yesterday
Raise min height of sewer branch radiation puzzle S2P
Yesterday
Raise min height of powerplant radiation puzzle S2P
Yesterday
Cleanup
Yesterday
Updated ghost ship icons
Yesterday
Raise height offset of NMS S2P
Yesterday
Raise height of Launch Site PuzzleReset S2P
Yesterday
Fix removed using statement in PuzzleReset
Yesterday
1p arcade idle anim update
Yesterday
Remove commented test
Yesterday
Yesterday
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Yesterday
Picture Frames - removed glass from standing light up frame, fixed texture metadata
Yesterday
Fixed deep sea entrance marker showing inside the deep sea
Yesterday
Fix collider names on BBS causing warnings after a recent change
Yesterday
ballista_mounting_fix -> main
Yesterday
Fixed mounted ballistas flipping the player view when mounting. This was caused by a change on cannons (to support parented cannons on boats). Now only apply the parenting logic to cannons and not the regular Ballista entity.
Yesterday
merge from naval_update
Yesterday
merge from naval_update/deep_sea
Yesterday
Added a timer to portal map marker to show the time left before the deep sea closes
Yesterday
Updated deep sea portal markers
Yesterday
Tweaked wipe duration and radiations
Yesterday
stand driving pose update
Yesterday
added 60 fps reload anim for 3p paintballgun
Yesterday
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Yesterday
passenger pose update
Yesterday
Merge: from useplayertasks_invisplayers - Bugfix for invisible player in helis/other vehicles with UsePlayerUpdateJobs 2 Tests: 2p on Craggy, flew heli to player outside of network range 5 times - player was visible
Yesterday
Bugfix: UsePlayerUpdateJobs 2 - when player leaves occlusion group, clean up last visibility timestamps - fixed whitespacing after merging messing it up in one of the files This caused negative feedback loop. If EntityQueue doesn't send snapshot during network subscription change (because of OcclusionFrameCache), the ServerOcclusion should send it, but having an expired visibility timestamp meant it didn't send the snapshot (expired == previously visible, so snapshot already sent). Tests: on Craggy with UsePlayerUpdateJobs 2 flew 2 players outside of network range, then made 2nd player fly in a minicopter to the 1st - was visible. Repeated this flight test 5 times - all passed.
Yesterday
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Yesterday
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Yesterday
dpv and workcart upates