125,750 Commits over 4,171 Days - 1.26cph!

7 Minutes Ago
merge from fix_sam_site_reload -> main
9 Minutes Ago
merge from hackweek_crosshair_customization
10 Minutes Ago
Fix crosshair not getting initialized correctly with the settings
11 Minutes Ago
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12 Minutes Ago
Fixed using wrong enum as array index in prediction Bump MAX_CMD_RATE to 150 (from 100), to match update rate changes Minor cleanups Validate input range for FileObj:Read and FileObj:Write
15 Minutes Ago
19 Minutes Ago
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30 Minutes Ago
Cargoship path no longer goes around oil rigs
50 Minutes Ago
Fix sam sites not reloading after a period of inactivity - fixes SAM sites shooting <6 rockets before pausing to reload when an MLRS strike happens (or air vehicle but that's not as much of an issue) - will automatically reload after 45s of no target (convar `autoreloaddelay`) - rename Reload() -> LoadAmmo() because the reload code wasn't actually loading ammo
1 Hour Ago
Update tooltip phrases, rename static 2 to semi-static Fix some options not getting darker on hover
1 Hour Ago
Allow spacing to bet set closer to 0 for more customization freedom, like making small crosses Set opacity to 1 instead of 0.8 when dynamic
1 Hour Ago
merge from modding_drone_tax -> main
1 Hour Ago
fix rain button not displaying particles, added parameter to set initial rotation when loading objects into scene
1 Hour Ago
Add `ent dronetax {Amount or Item Name}` to manually change drone tax for testing
2 Hours Ago
merge from modding_drone_tax -> main
3 Hours Ago
Reapply proto changes Only send delivery fee in network data, don't save to disk
3 Hours Ago
Lightmaps & Flowmaps for Water shader
3 Hours Ago
Cherrypick CS 113029
3 Hours Ago
Make preview crosshair size more similar to the real crosshair, it was very slightly off before
3 Hours Ago
Fixed warmup method not waiting before calling PostWarmupPage
3 Hours Ago
Fixed a crash with cl_pdump Fixed an issue with HUDShouldDraw Alias dz_door to prop_door_rotating Added NPC:ConditionID (Opposite of NPC:ConditionName) Added NPC:IsUnforgettable and NPC:MoveGroundStep ClientsideModel sets collision group to DEBRIS Minor cleanups Fixed clientside prediction breaking hull traces against local player Prevent item_item_crate from spawning certain entities Made Entity:PhysicsInitBox/Sphere set solidity before the physics object * This improves behavior for those functions with ClientsideModel and is consistent with PhysicsInit() Added sequence events to util.GetModelInfo Events table in each of the Sequences tables, each having the following: * Cycle * Event - ID * Name * Type * Options Added effects.TracerSound Fixed clientside sounds not firing SWEP:FireAnimationEvent Fixed NPC.IsUnforgettable not returning anything Update DoD:S player model fallbacks Throw an engine error when trying to request invalid shader param Minor Hammer cleanups from CS:GO * No functional changes besides some nullptr checks Manually update player model fallback texture changes/deletions Fixed potential issues with Hammer (from CS:GO) * CTextureSystem::ReloadMaterialsUsingTexture optimization * Some entities such as info_ladder_dismount get proper colors from FGD * Disallow creating "Auto" visgroup manually Minor cleanups Minor VBSP/VRAD cleanups Hammer/VBSP support for 4 way displacement painting Implement particle picker for Hammer Fixed visual and undo bugs with CMapSweptPlayerHull (func_useableladder) TTT: Custom radio button support (Community Contribution) * Add custom T Radio sound support and extra default sounds Reduce healing sound count for TTT radio It can take up to 16 seconds, which feels like way too much. Reduced to 10 seconds. TTT: Russian and Turskish language updates (Community Contributions) TTT: Prevent the round start info box from stacking TTT: Fixed "Tried to create font 'X from a game font" warnings Remove mat_remoteshadercompile (does nothing) Fail build when VPK.EXE fails to run Improve .nav file error handling * L4D2 nav mesh files no longer hang on load Fix up some cryptic console messages * Applying a fix for L4D2 maps! * Node Graph out of Date. Rebuilding... (random numbers) Updated some map icons that had ugly water Increase hardcoded max update rate to 150 Fix `kickid` by SteamID64 not working on dedicated servers Minor cleanups Prevent crashes in engine tracing code Fixed render.SetShadowsDisabled calling the wrong function Improve handing of BSP model names for clientside entities Tries to set the model index so tracing code can work Lightmapped_4WayBlend shader
3 Hours Ago
Fix settings preview crosshair staying visible when switching away from the settings tab, also stop it from updating when it doesn't have to
3 Hours Ago
merge from modding_max_hp -> main
3 Hours Ago
- fix ent commands sometimes showing "no command found" - modified setmaxhealth command to work with new maxHealthOverride - clamp maxHP after overriding it - fix compile errors
4 Hours Ago
Code review: - Use ForceMode.VelocityChange - Scale by bike performance fraction - Max 10 bunnyhop multiplier force - Recalibrated bunnyhop force values during testing - Cleanup of old and new input state checks
4 Hours Ago
merge from main -> modding_max_hp
4 Hours Ago
Add `maxHealthOverride` to BaseCombatEntity so any entity can have their max HP overridden - setting it to anything >0 will cause MaxHP to be overridden on both server & client - check for maxHealthOverride in every MaxHealth() override - works for all entities (except nodes because they don't show their HP to client) Add `ent maxhp` command to allow setting max HP to a non-default value
4 Hours Ago
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4 Hours Ago
Halloween Wallpaper - Final textures, WIP Icon placeholder
5 Hours Ago
Merge from main
5 Hours Ago
Missed commiting .proto file for `fix_turret_interference_order` branch (filtered to .cs files)
5 Hours Ago
Boat building station triggers setup. Cleanup.
5 Hours Ago
merge from fix_turret_interference_order -> main
5 Hours Ago
merge client_io_standalone_lines to naval_update
5 Hours Ago
merge from naval_update
5 Hours Ago
merge from main
5 Hours Ago
Comment
6 Hours Ago
Added new emission features to the Standard (Specular Setup) shader and fixed a null ref
6 Hours Ago
Serialize list of interfering turrets during save so we can restore the same state after restart
6 Hours Ago
Add toggle for DepthOfField in workshop scene, add tooltips to all control toggles
Today
Regenerate manifest
Today
Added a generic await WaitForWarmedUp method in UI_Page
Today
Fixed a tmp nre caused by UI_Page text caching
Today
Added comments in store warmup methods
Today
Anim updates for smg and l96
Today
Rejigged barge prefabs to centre pivot at origin, fixed transforms in scene. Vert painted barge surfaces on supplies, farm, food market.
Today
Convert prefab ship wires to new client IO wires, disable ship wires on the server in every variant.
Today
Hooked up the custom emission mask UV tiling and offset and made the emission scroll velocity only show the X and Y fields