199,449 Commits over 4,140 Days - 2.01cph!

23 Minutes Ago
Cleaned up demo window
23 Minutes Ago
Merge from main
33 Minutes Ago
update base stor eprefab, improve tags design
38 Minutes Ago
Working in the new haze falloff feature WIP.
1 Hour Ago
Walkway progress / scaffolding stairs
1 Hour Ago
Demos & play using same search styles
1 Hour Ago
merge from main
1 Hour Ago
Shadow manager NRE fix
1 Hour Ago
merge from new_menu
2 Hours Ago
merge from main
3 Hours Ago
Wrap friends list updates in FlexScopedUpdate to try and fix flickering
3 Hours Ago
Compile fixes
3 Hours Ago
merge from new_menu
3 Hours Ago
merge from new_menu
3 Hours Ago
merge from main
3 Hours Ago
Merge Decals & Metrocop texture changes/fixes
3 Hours Ago
Revert asset changes
3 Hours Ago
TrueShadow optimisations: removed per instance LateUpdate calls, added manager with group based updates Assigned all shadows to mainmenu group, skipped when menu is closed Shadows aren't updated when invisible too
4 Hours Ago
Implemented support for instances in motion and other fixes
4 Hours Ago
Fixed a regressive Lua error with Player:AddCount (Community Contrib) Undo changes to Func_MoveLinear.SetSpeed again Mount CSS/Episodic VPKs in tools Make Linux happy
4 Hours Ago
Merge the compile error fix from x86-64
4 Hours Ago
Remove code to pack monument scenes bundle (unused)
4 Hours Ago
Fix branch specific compile error on Linux/MacOS (Hopefully)
4 Hours Ago
Enable Jalopy idle_running animation without hl2_episodic convar This applies to all vehicles, even modded ones, if they have an animation bound to ACT_IDLE_STIMULATED Fixed a regressive Lua error with Player:AddCount (Community Contrib) Minor cleanup Prevent certain code making shotguns emit a damage event for each pellet The "TraceAttackToTriggers" system for bullets would cause the shot entity to have a separate damage event for each pellet for a shutgun shot. Update FGD - light properties descriptions Prevent silly values in fog_controller Undo changes to Func_MoveLinear.SetSpeed again Mount CSS/Episodic VPKs in tools Make Linux happy Fixed weird white spots on Metrocop playermodel gloves Updated/Fixed decal textures & materials from main
4 Hours Ago
Merge from trimmed_asset_warmup/scene_warmup
5 Hours Ago
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5 Hours Ago
compass viewmodel - removed ironsights script and elements from prefab
5 Hours Ago
Handle hardcoded, wildcard-like asset references if they're using string interpolation (lootpanels, etc) Remove explicit inclusion of Assets/bundled/Prefabs/ui Apply some filtering to decide what hardcoded references go into the bootstrap asset scene vs. others (cargoship etc don't need to be loaded for the menu)
5 Hours Ago
compass viewmodel - reduced lowered position when running, also reduced bob/offset for added visibility
5 Hours Ago
Make Linux happy
5 Hours Ago
priv prefab tweak
5 Hours Ago
Swap ClothingMovementProperties for heavy chest and legs (misassigned refs)
5 Hours Ago
5 Hours Ago
added textures and updated material for pilot hazmat backpack
5 Hours Ago
5 Hours Ago
Prevent silly values in fog_controller Undo changes to Func_MoveLinear.SetSpeed again Fixed weird white spots on Metrocop playermodel gloves Mount CSS/Episodic VPKs in tools
5 Hours Ago
add per-biome, per-weather fog start distance ramps
5 Hours Ago
Refactor VehiclePrivilege IsDriver checks to CanModifyAuth
6 Hours Ago
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6 Hours Ago
Merge from medical bay props
6 Hours Ago
Simpify filtering logic
6 Hours Ago
merge from main
6 Hours Ago
UI Layout changes. Viewmodel scroll now has a filter text box. Removed old viewmodel UI
6 Hours Ago
Improvised walkway progress
6 Hours Ago
More set dressing (WIP) of food market. Reduced AO intensity on banana bunches.
6 Hours Ago
Fix conversation order being sometimes inverted (scientist switching lines, not making sense)
6 Hours Ago
Set up python anims, entity and override controller
6 Hours Ago
Handle static array constructors, skip convars when resetting static fields.
6 Hours Ago
fixes after merge
6 Hours Ago
Add playerboat_privilege entity. Setup entity for player boat. Manifest.