135,638 Commits over 4,293 Days - 1.32cph!

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p15
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14k files to go
Yesterday
Paintable Reactive Target - Fixed paint leaks on other UVs (added padding), fixed deployable layers, fixed deployable guide mesh, improved IO ports positions. Rigged mesh needs updating to the new UV2 channel. Material still doesn't support met/rough
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Reserialize Prefabs - 15k file changes. improve build times Day 2, Attempt 201 uploading, fuck plastic Sometimes errors are unknown because fuck plastic Sometimes errors are unsupported because fuck plastic maybe it'll work this time NOPE Again? No Day 3, reattmpting is the meaning of life pressing check in over and over again? insanity is doing the same thing over and over again and expecting different results, yet here I am I'm going look like a idiot once this finally works I'm going put something heavy on my enter key so it keeps retrying what the heck is method 190 This is peak games development Lets try parts again - Part 1
Yesterday
Updating the shadow cascade splits when the shadow preset convar is set
Yesterday
More old menu deleted prefabs
Yesterday
Stop NPC_Citizen lobbing healthkits and NPCs Fix NPCs being unable to pickup constrained weapons * Specifically the first spawnflag "Start constrained", which caused a potential progression stopper on ep1_c17_02a Add Combine Shotgunner Playermodel texture with colorable eyes Update Odessa playermodel * Consistent phong usage on face material (consistent with citizens) * Fixed mouth faceposing Dynamite no longer uses timer.Simple, and clamps delay to 3600 Apply some checks for a potential crash issue * Would crash with a message instead of silently Limit Material() in menu state Fixed Lua error counts in Problems panel being covered up by Copy btn Fix killfeed showing neutral/fearful NPCs as friendly * When killed by the player specifically Resolve self-crash with File:Read Add fallback material for sprites/flare6 (env_funnel) Add 2koth_ and cppl_ maps to TF2 category Replace coreball.mdl with one with simpler physics model Merged Pull Requests * Fixed start/stopsound for some entities in Hammer having invalid default values * Localize "password" placeholder in server browser Some potential crash fixes
Yesterday
mountplayersync_ai_bypass
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Roll out parenting syncing to the turret seat and the double 50 cal seat
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Merge: from playerinventory_oncycle_optim - Buildfix for client Tests: none, trivial change
Yesterday
Buildfix: add SERVER guards Tests: none, trivial change
Yesterday
Fixed incorrect set parent check on the right branch this time
Yesterday
Merge: from playerinventory_oncycle_optim - Bugfix for exception of duplicate key when loading container with cookables Tests: unit tests
Yesterday
Fix Lua errors when NPCs use Fists and Camera SWEPs Remove XZip from Bootil Update FastLZ lib Fix some compile warnings in Bootil Fix "Error" and "ErrorNoHalt" not firing OnLuaError on SRCDS Fixed a crash with running "+showbudget" on srcds Add type checking to Entity:PhysicsInitConvex second arg Fixed some potentially crashy issues Merged Pull Requests * Don't reset Player Counts on serverside Lua Refresh of Sandbox-derived gamemodes * Micro optimization for sql.QueryValue * TTT: Fix auto weapon spawning on non-TTT maps Fixed smscorch2_subrect.vmt having wrong texture offset Fix "Couldn't create player_connect event" appearing on success Apply some NPE checks to render data cache Fix player model eyes pointing elsewhere when singleplayer is paused Minor cleanup Added vec = game.GetWindSpeed( vec pos = nil ) * Optional arg that takes into account wind controllers with radius above -1 * Without arg = only use the global controller (if one exists) * position argument unfortunately will not do anything on client yet because the env_wind position is never networked to the clients * Function is shared
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Bugfix: ItemCointainer loading items no longer throws due to stale itemsWithOnCycle Fixed by resetting itemsWithOnCycle before population Tests: unit tests
Yesterday
Fixed incorrect set parent check
Yesterday
corpse tweaks for various boxes
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surface material for various boxes
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Deleting more old menu stuff
Yesterday
pt_boat_fixes -> main
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main -> mountplayersync_ai_bypass
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Add another query check for native grids. dont set water infos if queries dont find anything
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Audio chanes for the large creak sounds on modular boats steering
Yesterday
Started deleting old menu stuff, moved things around
Yesterday
Get rid of a .toarray
Yesterday
stone box matrix added, icon updated, prefabs updated
Yesterday
Added skip main menu warmup option to the preferences Sort pref fields alphabetically
Yesterday
Update: add TestLoad that exposes a bug for caching onCycle Still not the one I'm looking for, but would bite eventually Tests: ran unit test - fails as expected
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Dev tools tab are instantiated on init instead of sitting in the prefab Admin only tab setup Added teleport button to admin UI player panel
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cherrypicking 139699 Mark Box_2, Santa-Hat, snowman fbx's as r/w
Yesterday
merge from sss_profile_cleanup
Yesterday
merge from naval_update
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merge from naval_ITem_desc
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main -> naval_update
Yesterday
merge from naval_update
Yesterday
merge from planner_viewmodel_clipping_fix