155,635 Commits over 4,536 Days - 1.43cph!

21 Minutes Ago
crab texture sizes
34 Minutes Ago
Cherrypick CS 163721 (the command to test crash uploads) to the newer branch
40 Minutes Ago
- Make genes impact cow selling price - Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
59 Minutes Ago
- Make better tests for livestock capture, including with the new pen - Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
1 Hour Ago
merge from Cow_pattern_testing
1 Hour Ago
add admin convar to scale density of global atmophere fog
1 Hour Ago
Sheep traits setup
1 Hour Ago
fix saturation difference in RRP due to incorrectly placed sharpen filter
1 Hour Ago
added debug visualiser to fur shader
2 Hours Ago
Added automated test to check collectable entities have a token and phrase
2 Hours Ago
first pass at seaturtles, with ocean locomotion turtles use movement similar to sharks, with their own budgeted queue for movement processing fixed population convars for other critters removed unnecessary timers from save/load of critters
3 Hours Ago
Mesh library fixes * Some copy paste mistakes in error messages * Fixed BuildFromTriangles reading bone weights from the wrong table Minor cleanups * Deleted sensor_smooth cvar (unused) Improve Kinect support error handling Minor cleanups Fixed missing Toggle input for func_nav_prefer/avoid entities
3 Hours Ago
Mesh library fixes * Some copy paste mistakes in error messages * Fixed BuildFromTriangles reading bone weights from the wrong table Minor cleanups * Deleted sensor_smooth cvar (unused) Improve Kinect support error handling Minor cleanups Fixed missing Toggle input for func_nav_prefer/avoid entities
3 Hours Ago
Fix livestock fence being ignore by navmesh
3 Hours Ago
Set up procedural materials on cow/bull/calf Added temp pattern tester to LOD0 renderers
3 Hours Ago
Move livestock convars out of ai. and into their own factory
4 Hours Ago
Hair smears in bitangent direction instead of tangent
Rin
4 Hours Ago
Further improved deployment
4 Hours Ago
merge from fur_shader_improvements
5 Hours Ago
Fix bullet and arrows sometimes passing through oilrig scientists upper body, or/and registering headshots when shooting the legs
5 Hours Ago
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5 Hours Ago
merge from BBQRadialMenu
5 Hours Ago
merge from MetalDetector_WorldmodelBulb
5 Hours Ago
merge from LightHouseReverbFix
5 Hours Ago
Fixed bbq radial menu referring to Campfire
5 Hours Ago
merge from 3p_weapon_double_sounds_fix
5 Hours Ago
merge from 2026_worldmodels
5 Hours Ago
Increase padding on livestock UI
5 Hours Ago
merge from wooden_loot_crate_gib_fix
5 Hours Ago
merge from hqm_collectable_scale
5 Hours Ago
merge from arrow_breaking_fix
5 Hours Ago
merge from holsteredwep_chest_armour_fix
5 Hours Ago
Fix for playing 3p sounds x2 on weapons - applied glass ak specifc sounds to 3p weapon instead of base ak - removed reload anim events in lr300 space, added correct space deploy sounds
6 Hours Ago
- Stop carpet feet clipping - Move title down a bit - Reduce no color picker spacing - Stop colour swatch's being squashed - Stop colour swatches having thick borders - Fix edit system not working
6 Hours Ago
FIrst pass on the gene system, clean up the UI (right now I show everything in the UI, but we have convars to hide genes / recessive genes / age / trust etc which I want to explore)
6 Hours Ago
- Make it so that we can run the livestock balance setup at 32x speed instead of only 2x, required a few logic changes like carryovers, but end results now match normal speed - Fix time progressing between tests, causing some tests to suddenly run at night
enable mipmapping on tiger textures
Today
Update: make store page fallback to assets from UI bundle if failed to load textures from backend - item tile now only initializes once it's shown (as was intended this entire time) - fixed duplicating OnImageLoaded callbacks - reactive cover image if httpImage failed Tests: navigated through store - right images are in place, but wrong layout. need to figure out how to unify it all
Today
Squirrel new animation set
Today
Added textures for procuderal calf patterns, set up new material.
enable mipmapping on polarbear textures
visual pass on existing fur materials
Today
Apply GrabPass fix to 5 more shaders
Today
Fixed an issue with usermessage hooks Do not clamp flexes of C_BaseFlex when set from Lua Add entity names to "MOVETYPE_FOLLOW with no model" warning Implement CTRL+Backspace and CTRL+Delete for text entries Try to prevent game breaking states with silly values of m_yaw/m_pitch Minor cleanups Added "session_begin_ignore_version" hammer command * If you brick your VMF with this, don't blame me Add description to r_PhysPropStaticLighting Move "dynamic shadow poke through" "fix" to opt in convar * r_shadow_clip (defaults to off) - it being enabled causes shadows to be clipped erroneously sometimes Try preventing "non positional" control points bloating particle bbox * This should help with particle sorting * Marks C_INIT_RandomColor C_OP_RemapAverageScalarValuetoCP C_OP_RemapCPtoScalar as using non positional control points (in addition to the existing ones) * This could potentially cause issues where these non positional operators act on positional control points used by other control points, but who would do that? Fixed some regressions with recent changes * Extra unnecessary assignment in viewmodel bob code, also change CFuncTankMortar to use doubles for firing * Some minor model panel/icon/player model selector fixes Fixed couple potential Lua stack corruption issues with hooks * Specifically call conditions of CreateClientsideRagdoll and EntityEmitSound Fixed some typos Minor whitespace cleanups Remove some unnecessary usages of std::string Remove "ReleaseVideoMemory" stuff from Hammer Fixed Hammer material list leaking file search handles Allow render.BindLocalCubemap with `nil` to unbind the cubemap Workaround double messages per Sandbox limit hit * Only display the "Prop limit hit" message, not the "spawn blocked by server" message in the case of hitting the prop limit, etc * When spawning a dupe or something and hitting the prop limit 100s of times, only display ONE "prop limit hit" message.
Today
exported nailgun refresh vm anims
Today
Fixed the crate outside the entrance of cave_small_easy spawning inside the cave wall, S2P cavesmalleasy
- Ensure icons use the studio lights - Turn off animations when you zoom in enough - Bring back 'rotate' text
Harbor 2 power grid room
Today
Merge from Livestock_animals
Today
merge from Seaturtle -> critter_animals