137,437 Commits over 4,324 Days - 1.32cph!

Yesterday
Various stuff. Splat backup.
Yesterday
Test for io arrow having a direction and handle name not being empty Finds 5 items with missing io arrows
2 Days Ago
Some optims on CollectInventory, needs more work later
2 Days Ago
Improved copy paste behaviour Cleanup
2 Days Ago
Optims: notify the computer when the data network changed and needs to be repolled, instead of polling every tick
3 Days Ago
Maintaining control of the flag awards clan score Flag shows the clan logo on it when being controlled by a clan
3 Days Ago
Booleans are using toggles instead of input fields Added debug convar, prints each node and connection state Cleanup and optims
3 Days Ago
Try to fix MacOS build error
3 Days Ago
Delete networked m_iPlayerSoundType and related stuff * Removed a bunch of HL2MP_Player methods that were unused or overwritten Delete unused networked value m_szLastPlaceName Deletes CBasePlayer::GetLastKnownPlaceName Remove unused CBasePlayer.m_fOnTarget networked property Removes CBasePlayer.ResetAutoaim, GetAutoaimScore, AutoaimDeflection, IsOnTarget Removes CBaseCombatWeapon::GetSpriteAutoaim, GetSpriteZoomedAutoaim Removes unused autoaim_max_deflect convar Delete CBasePlayer.m_szAnimExtension (unused) Deletes C_BasePlayer::SetAnimation, m_flPhysics, m_szAnimExtension, SetAnimationExtension Deletes hud_autoaim.cpp Deletes CBasePlayer.m_szAnimExtension, SetAnimation, SetAnimationExtension, SetWeaponAnimType, m_szAnimExtension Deletes CBaseCombatWeapon::GetAnimPrefix, last argument of CBaseCombatWeapon::DefaultDeploy More cleanups * Removed ent_autoaim concommand * View model vgui screens stuff * Remove CBaseCombatWeapon::GetBulletType, CBaseCombatWeapon::GetControlPanelInfo, CBaseCombatWeapon::GetControlPanelClassName, GetMaxAutoAimDeflection, WeaponAutoAimScale, ShouldShowControlPanels, IsInBadPosition, RepositionWeapon * Remvoed CBaseViewModel.SpawnControlPanels, DestroyControlPanels, SetControlPanelsActive, ShowControlPanells, m_sAnimationPrefix, m_hScreens Remove some unused NPC networking stuff Removes CAI_BaseNPC.StartPingEffect, m_flTimePingEffect, m_iSpeedModSpeed, m_iSpeedModRadius, m_bSpeedModActive ActivateSpeedModifier, DisableSpeedModifier, SetSpeedModRadius, SetSpeedModSpeed hammer inputs are removed. They never worked because the some client code for it is never compiled in any Source game.
3 Days Ago
Fix sorting order of base building blocks
3 Days Ago
Fix window blueprint skin assignment
3 Days Ago
Add blueprint skins for half wall, triangle foundation and triangle floor
3 Days Ago
Add skins to the respective source prefabs
3 Days Ago
Fix NPE client crash when game.Get3DSkyboxInfo is ran too soon Remove FCVAR_REPLICATED from hud_deathnotice_time * It's a clientside convar, the flag has no effect. Fix color mismatch between cl_ and sv_ showhitboxes cl_showhitboxes 2 to show ONLY player hitboxes
3 Days Ago
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3 Days Ago
Start on IO prefab tests Checking relevant prefabs for inputs/outputs/main power slot Checking handles are not too far from any collider
3 Days Ago
missing connection in tech tree, swapped some items around based on scrap cost
3 Days Ago
prefab setup (wip) for the uzi
3 Days Ago
Fix trailer having no wheel friction
3 Days Ago
Changed fillContainer to a raycast instead of a radius check so it'll fill whatever container you're looking at. Added a new command called fillContainerInRadius which does what fillContainer previously did.
3 Days Ago
Hooked up the missing path on utility tree, fixed MQ and HQ car parts being default BPs
3 Days Ago
V1 reorganising engineering tech tree contents. Removed low quality car parts from tech tree, now default BPs.
3 Days Ago
Bugfix: fix 21 incorrect calls to Pool.Free instead of Dispose Tests: compiled all modes in editor, built standalone C and S
3 Days Ago
Update: PoolAnalyzer - added detections for IProto.Dispose not being called and calling Pool.FreeUnsafe instead of Pool.Free - debug binary build from b189abf6 (moved to new repo) Reported a bunch of warnings, going through them separately Tests: unit tests + started unity
3 Days Ago
Biome stuff backup
3 Days Ago
merge from main
3 Days Ago
use standard shadowmaps to prevent leaking
3 Days Ago
merge from main -> hackweek_trailers
3 Days Ago
Hackweek: set limitNetworking when spawning blueprint building block so it doesn't flicker - changed limitNetworking: review later
3 Days Ago
Add skins to source prefabs
3 Days Ago
Add blueprint skin variantsfor wall. door frame, window & square floor
3 Days Ago
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3 Days Ago
Fixed some bugs with the default inputs and invoke method node
3 Days Ago
apartment complex greybox - polishing demolished side a bit some layout adjustments to fit newer greyboxed buildings
3 Days Ago
Added coiled model for the hose tool world model prefab
3 Days Ago
Test for verifying deployables that are placeable on boats have only convex colliders All pass as expected
3 Days Ago
Apartment complex b greybox update
3 Days Ago
Simplify prefab pre processing error (to get more info on this build issue)
3 Days Ago
When PrefabPreProcess fails on an object - attempt to dump its name Try and get the path in a try/catch block so it doesnt NRE and stop the build
3 Days Ago
Added copy/paste support
3 Days Ago
Additionally added coiled model for the wire tool world model prefab https://files.facepunch.com/curtis/1b1311b1/13_23-42-EqualMartin.jpg
3 Days Ago
Removed garage door from T2 tech tree. Moved IO tech tree contents so they actually fit on the screen
3 Days Ago
Some minor tweaks to prevent it bouncing on the edges between colliders Not perfect but will do for the playtest
3 Days Ago
removed world model outline script that didnt work anyway
3 Days Ago
More player head seed work
3 Days Ago
Can use ball without tee remove a bunch of logs
3 Days Ago
Messy set of bug fixes so i can do one final check before builds
3 Days Ago
cobalt ball tint mask
3 Days Ago
Disable golf tee killing balls if you dont swing off the tee. Was causing
3 Days Ago
removed normal map from detail layer on golf balls