140,749 Commits over 4,352 Days - 1.35cph!

1 Hour Ago
Merge from main
1 Hour Ago
Remove debug colour terrain instance data Remove terrain mesh collider tests Disable on deepsea Update terrain quality on init
1 Hour Ago
merge from skinviewer_easter
1 Hour Ago
New rustige egg skin viewer music
1 Hour Ago
merge from main
1 Hour Ago
merge from main
3 Hours Ago
Mark the position/rotation offset fields on ShieldHeldEntitiyOffset as read only, they should only be applied with the editor button Update butcher knife offset, very minor change
3 Hours Ago
Allow spine movement during kick gesture (see forceAllowSpineMovement toggle, we normally don't want spine look during full body gestures)
3 Hours Ago
Fix FoliagePlacements when using MeshRootTerrain
4 Hours Ago
Fix merge issues Fix non-procedural scenes where the terrainRenderer has not been setup Clean up Geoclipmap debug code
4 Hours Ago
Fixed a bunch of gestures set to loop incorrectly Gestures now start fading out the upper/full body layer 0.25s earlier, so the layer is fully faded out by the time the gesture finishes Prevents the state machine switching to the idle state and still being visible during the fade Fixed spine IK not applying correct weights while in an upper body gesture, fixes slight angle changes when entering/exiting gestures
6 Hours Ago
Merge from parent
Today
water wheel deploy fires effects instead of using RPC footsteps now play when a player pushing the water wheel
Today
Merge from main
Today
▉▄▌▋▅▋▍▊▆▋ ▍▇▅▊▇▇
Today
▍▋▅█▊▌ █▅▅▇ ▅▉█▄▊
Female head UVset updates
Today
Disabled Has Exit Time on the SItting -> Exit animation state The animator pose type will now persist it's value when a player dismounts, it used to reset to 0 as soon as a player dismounts This fixes mountables using a different pose type to the default sit animation transitioning to the default sit animation as soon as a player dismounts It always did this, but because the default sit animation was a single frame it was unnoticable
Today
Call UpdatePlayerModel the same frame as a held entity is deployed, not the following frame This fixes the weapon appearing in the wrong location for a frame when it's parented to a prop bone and the prop bone is animated
Today
fix sky compositing regression
Merge from projectile_visibility_fix
Fix projectile effects instigated by other players spawning under the map
Today
FX/lighting prefab.
Today
▆██▅▊▆▉▊
Today
▋▆▋▍▆▇▄ ▅▊▍▇ ▆▅▌▆▆▍▄█
Updated UVsets on FemaleAverage LODs for hair caps
Today
Bump steam.inf
Today
Update branch - Fix download_server_list command not passing whether to include empty servers or not
Today
Switch Snark/Tripmine/Satchel to HL1MP base for prediction Jiggle bones, NPC blinking and IK to use doubles HL:S weapon high curtime fixes More double curtime work CBaseEntity GroundChangeTime stuff, AddStepDiscontinuity, grenade timers, CAnimationLayer::m_flLastAccess, C_AnimationLayer, PhysGetSyncCreateTime. CSequenceTransitioner::UpdateCurrent, animevent_t::eventtime Some NPC improvements at high curtime * Scanners, Task/Schedule system, gargantua, hunter, gravity gun Change beam related variables to doubles Player anim state doubles More bone setup conversion to doubles * C_BaseAnimating::AccumulateLayers, StandardBlendingRules, C_BaseAnimatingOverlay::CheckForLayerChanges Particle system doubles Apply fmod for CurrentTime matproxy * Since materials deal with floats, we gotta do hacky stuff to keep it working smoothly Double curtime for closecaptions Switch EmitSound delays to doubles
Today
kiosk signs
Today
merge from main -> fix_server_browser_compression
Today
▍ ▍▄▉▆▋ ▅▊▇▍ ▆▊▊▅▉▇▇▆▅██▅▉▍▌▄▉▉▄▍▍▇▍▅▅ ▋▌ ▄▋▄▅
Today
█ ▊▇▇ ▌▍▋▅▅▉█ ▌▍▉▌▋▍ ▊▅▄▆ ▌▇▊▋▇ ▊▍ ▋▄▊▅▉▅ ▋▊▄▇▉█ ▇▆▍ ▊▌ ▉▍▊▉▌▄▄ ▇▄▌▉▇▋▉█▆ ▋▇▄▍▇▆▌▌▅▊▉▅▊▋▄▍▊▋ ▆█▄▇▌ ▄▊▌█ ▇▅ ▇▇▋▄ ▆▉▌▌ ▋█▆▄▋▇ ▆▉▍▊▇ ▌▊▊ ▍▇▍▅█ ▉▄ ▆▉▋▉ ▊▌▇▋
Today
merge from overfishing
Today
█ ▄▍▍ ▍▅▌▅▍▋▄ ▆▉ ▉██ ▄▇▄▇▄ ▇▄▍▉▄▍▊ ▅█ ▌▉▋▄ ▄▉█▍ ▅▇ ▌▋▋ █▌▋▆▉▇▊ ▌▅▌▊ █▄▄ ▄▇▌▅ ▅▍ █▍█▉ ▉█▌▄▄ ▆▋▉ ▆▊▉▅ ▌▌▇▇▉▊ ▋▋▄▊▄█▇ ▊▇ ▅ ▊▋▇▉▇▆▋ ▅▉▉▋ ▌▄ ▅▅█▉▍ ▉▍ ▌▋▇▌▅▊ █▌█▇▊ █▌▊▌ ▉▇▄▋▊▅ ▆▌▄▌▌▊▍▉ ▊▍ █▄▇ ▇▌███▊ ▋▍▊ ▅▌▇ ▄█▇▊▅ ▉▅▍▌
Today
comment out ddraw for compiler issue
Today
merge from qol_bug_report_config -> main
Today
up default time to 30min
Today
Clean: simplify sync from flying cache back to players Tests: none, trivial change
Today
Include client.cfg when making a bug report to help when looking into the bug reports
Today
Clean: annotate AreFlying jobs with context comments - got rid of ref and added ReadOnly in a couple places Tests: compiles
Today
merge from main
Today
Fix the deployable / redirect issues flagged earlier - a few fireworks were changing variant when picked up - industrial wall lights pointed to incorrect repair, required wood even though its not used to craft them - fluorescent ceiling light had different protection and HP than regular ceiling light - one of the lunar dividers had incorrect protection - innertube skins could be repaired unlike base item, wantedposter and industrial door had wrong item target - reactive target could be picked up while building blocked All green now ✅
Today
merge from fix_network_profiling_broadcast -> main
Today
Add toast message is area is overfished
Merge from monument_notification_sounds
Today
Fix network profiling not counting how many packets are queued on main thread vs broadcast to multiple players
Changes to server gameplay event notifications: - All gameplay events now run through the WorldNotificationConfig asset. Events without sounds will always display UI toast messages, as before - Cleaned up how the monument notifications worked, now go through the player like toast messages do. Was able to get rid of the entity on oil rigs used just for sending the event notification. S2P both oil rigs - Player and event must both be inside/outside the deep sea for the player to be notified of that event - Removed ServerVar 'global.legacymonumentnotifications' and ClientVar 'ui.monumentnotificationtoasts'. Replaced with ClientVar 'ui.worldnotifications' and an option under game settings->UI->misc to set prefer sounds/sounds+toast/toast only - Corrected the AI generated convar description for 'graphics.compass'. Doing my part in the machine war
Today
merge from deep_sea_sleeping_bag -> main
Today
Codegen