137,824 Commits over 4,474 Days - 1.28cph!

1 Hour Ago
merge from hackweek_parented_ddraw
1 Hour Ago
Fixed a couple issues with "Hide Disabled Tools" options Update KinectSDK to v1.8, add 64bit support (you know, probably) Merged Pull Request * Fixed a few runtime edge cases * Fixed a couple of issues with cookie.GetString - not returning consistent types, not returning values set right after deletion Minor fixes * Fixed Health/Armor HUD extending at 999 and not at 1000 * Fixed compile warning * Fixed Hornet Gun giving 1000s of ammo on spawn/equip for high uptime games * Made Hornet Gun regenerate only up to canonical max ammo (can still get 9999 ammo, just not through regen) Fixed a crash with decals/rendermodelshadow
1 Hour Ago
Pull in shelve for runtime fbx -> animation clip parsing
2 Hours Ago
merge from main
2 Hours Ago
merge from main
2 Hours Ago
More tuning, fix spine twisting, make leg animator glue work better with turn in place
2 Hours Ago
merge from icewall_col_fix
2 Hours Ago
Shrunk nameplate inner colliders a tad Added comment component onto the collider to describe its meaning
2 Hours Ago
Whitebox progress
2 Hours Ago
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3 Hours Ago
Server compile fix
3 Hours Ago
Post-merge cleanup and fixes
3 Hours Ago
update gas station maintainable prefabs from new environment
3 Hours Ago
gamesroom shotgun trap - textures updated, still work in progress
5 Hours Ago
merge from hackweek_parented_ddraw
5 Hours Ago
merge from hackweek_parented_ddraw
5 Hours Ago
merge from main
5 Hours Ago
merge from PlayerMaintainedMonuments
5 Hours Ago
merge from fix_apartment_bathroom_door -> main
5 Hours Ago
Add monumentblocker_barrels_100x300.entity and gibs
5 Hours Ago
Fix bathroom door requiring apartment ownership to open & close - don't need to block access to the bathroom for non-tenants
5 Hours Ago
merge from fix_apartment_fridge_transfer -> main
5 Hours Ago
Fix compile error
6 Hours Ago
merge fix for fridges to the correct branch
6 Hours Ago
Bar stools - Added WIP lowpoly for both variants, added empty materials, updated deployed prefabs with new WIP art
6 Hours Ago
Fix fridges not transfering their content when upgrading your room - caused by only checking for StorageContainer, not IItemContainerEntity which grabs IO entities like fridges - add 'printapartmentfurniture' command to print off all entities inside the room (which is how I spotted that fridges weren't considered storage)
Today
Fixed nametags showing through Short Ice Walls https://files.facepunch.com/raul/1b0911b1/09_19-29-WarmIndigowingedparrot.mp4
Today
Fixed inaccurate High Ice Wall collision Removed High External Stone Wall collider out of the ice wall prefab Added inner boundary collider for nametags
Merge from PlayerMaintainedMonuments/powergrid
S2P powerplant
Merge from PlayerMaintainedMonuments
When powergrid stage changes now notify all powergrid entities via a work queue instead of churning through them all in 1 frame Work queue process order is sorted by distance, entities closest to the powerplant receive notification of a stage change first Update powergrid.status convar
Today
Rock Sculpture - texture update and new shader features
Today
Powerplant exterior updates.
game_room_dlc -> main (missed files)
game_room_dlc -> main
Today
merge from darts_game
Today
monument blocker texture cleanup
Today
LOD3s for stacked terminals
Today
Boar animation exports and rig set up
Today
Added missing UnityEvent attributes in SkinViewerEvents
Today
Adding world model rig for m92
Today
New ladder hatches and prefab setup
Today
Clean up of now unused code + inspector hookups
Today
Added Entity:PlayFootstepSound * Also fixed NPC footsteps not using leg positions for trace start location, so now the footsteps should be more accurate to the surface under each foot * Also fixed NPC footsteps not respecting intended footstep sound volume resource.AddWorkshop bails when given empty/2char input * Also throws non halting error with `lua_strict` Make render.ComputeLighting normal optional * It's optional in engine, so Lua binding also has it optional Added CNavArea:GetLightIntensity * This commit also fixes `nav_update_lighting` not really doing much. This does mean that all existing nav meshes (that are generated by non L4D games basically) need to be updated to take advantage of this new function. Allow loading nav files from mountable games as fallback * Addons/BSP/local files will take precedence over mountable games. Yes, this also means slightly slower server map loads because we check more places now. Update flagrass/construct navmesh with lighting info Add VPROF scope to CBaseFileSystem::IsDirectory Try to cancel active WorkshopDL downloads when exiting mid-download * Steam has no direct API to do this, but was hinted that MarkDownloadedItemAsUnused may do it in the future. Do not search for spray cache in addons/mountable games Minor cleanups * Disable CNavMesh::GetPlacesFromNavFile (unused) * Remove Addon::FileHandle::FullFileName (unused) Lets try removing "addons" library * It just builds a subset of files from "addons_filesystem" and linked to menusystem.dll, which doesn't appear to need it Don't treat "workshop" and "" as valid addon names * For "files in this addon" search Fixed an infinite loop in the client shadow system Fixed MacOS & Linux SRCDS compile errors Improve error handling with missing data in <gamemode>.txt files Fixed procedural bones not working correctly * Hopefully without side effects. Basically I think they were applied twice because of changes before 2014, so idk what the purpose of these C_BaseAnimating::BuildTransformations changes where, but now it much more closely resembles regular Source Engine code Prevent main menu backgrounds scanning 2 paths on file open * Basically it was trying `materials/background` first, while the files are always in `background/`, so now it just checks the correct path immediately. Don't fruitlessly search workshop content for every mounted path * Only search in addons for each Workshop path Minor cleanups Do not mount gamemodes/ for menu state Lua Implement ENTITY:OnTraceAttack for `ai` and `anim` type SENTs Remove client/server linking against 'addons' lib on win32/posix builds Revert stripping player weapons on Sandbox spawn * This breaks existing addons
Today
Fixed recharge countdown display
Today
Rock Sculpture - added new material, shader, textures
Today
Correctly allow mounting the computer during final descent/impact. Fix countdown display issues. Switch instantly to the recharging/cooldown screen after impact.
Today
placeholder assets for HitGuide on all carve shapes - cone and capsule pretty shit
Today
Added open/close FX to apartment upkeep terminal. Fixed incorrect 'Decay' text string when terminal is empty.