133,798 Commits over 4,262 Days - 1.31cph!

13 Minutes Ago
merge from entity_label_fixes 🏷️
15 Minutes Ago
Updating paintball gin hierarchy
18 Minutes Ago
enabled R/W on LR300 mag model, and turned off GPU instancing on renderer on effect , it now displays when dropped
23 Minutes Ago
Run entity label clean tool Run manifest Commit 578 changed .meta files of prefabs that previously had incorrect entity labels, now fixed
43 Minutes Ago
Fix bug causing incorrect labels for some entities
45 Minutes Ago
Adding crude gesture v4 anim fbxs
1 Hour Ago
Fixed decals not rendering in Hammer Limit physics rescaling to prop_physics and sent_anim Re-add model scale to prop_dynamic in Hammer It works visually. Fixed Lua error with "" for rope material Resistance mines target Xen Aliens from HL1 Make Resistance Mine have proper name in killfeed Add `cable_dx8` to rope shader whitelist * Whyyyy is it DX8 Combine Mine relationship adjustments * Doesn't attack Combine Gunship, Manhacks, Stalkers * Always attacks barnacles * Respects IgnorePlayer and DisableAI settings Fixed client D.O.G. ragdolls leaving behind ropes on removal Set default m_flUseLookAtAngle for func_button to 0.8 (was 0) Prevent NPC animation events firing pistol weapons * Alyx model has "fire pistol" event, and so do the pistols, so the weapon ends up being fired twice in the same tick. Now we ignore animation events coming from the NPC, so the weapons only fire once. For now, this is limited to Pistols that NPCs can use. Fix Alyx firing 357 spawning reload shells Fixed nextbots in Source saves crashing on load Fix map load crashes with that one map I was sent Set min_use_angle to 0.8 in the FGD * 0.8 is the old default value, before the feature was added Fixed prop gibs stopping spawning after the 300th in multiplayer Apply the same fix for func_proprrespawnzone * Of it not being tracked properly like clientside physics props PR: Prevent recreating `GhostEntity` every tick with some tools Pull Request: Fixed wrong motor torque axis * Fixes the motor torque axis being wrong if the motor was rotated after creation and before first activation. Fix Lua errors in Sandbox derived gamemodes without spawnmenu Fix main menu Lua errors when start that one map Reimplement kickid from scratch The original implementation is kinda whack. Hopefully this new one fixes whatever issues people are having with it producing weird kick reasons (if the problem is even kickid to begin with) As a bonus kickid "STEAM_0:0:0" "reason" format now works too (previously STEAM_0 format did not work as a single argument) Patch some models cs_fix.mdl - Fixed it not loading zombie_soldier.mdl and soldier_stripped.mdl - Remove dependency on cs_fix.mdl, use z_anm.mdl and m_anm.mdl like they are supposed to for player models Rework internals of Player.Kick and game.KickID * They are now consistent with each other. Replace " with ', trim the command to 511 chars, apply newline at the end. Fix an issue with CBasePlayer::Kick Fix new Lua error with spawnmenu again * Why was it "HangOpen" and not "SetHangOpen" for spawnmenu.. Probably fixed floating addons on Linux Ensure we don't load saverestore files from mountable games Fixed a regression with Entity:CreateParticleEffect when using tables
1 Hour Ago
setting up paintball gun 3p animations
1 Hour Ago
Update: hooked up the crude queue, added server var - partial codegen (Grid<T> borkage) - Fixed a couple bugs with invalid tracking on TriggerParents in StableObjectCache Can move on to other queue impls Tests: craggy, toggled default and batched mode
1 Hour Ago
merge from main
3 Hours Ago
Fixed spawn command not calling UpdateNetworkGroup after detaching its children
3 Hours Ago
Disabled auto spawn on ghost ship spawngroups, now spawned by the deep sea itself Fixes ghost ship loot respawning on server restarts S2P all islands again, missed some spawn groups that were still disabling save
3 Hours Ago
Paintball Gun - added more tape to hopper
3 Hours Ago
merge from main to fix playmode
4 Hours Ago
Fix playmode being broken due to outdated protobuf serializer or merge conflict. Make grid constructor parameters optional to support static field codegen.
4 Hours Ago
update from main
4 Hours Ago
Merge: from main
5 Hours Ago
Reduce EnginePositionInfluences from 0.1 to 0.05, making engine position have less of an impact on boat handling
5 Hours Ago
fixed isredirect of on rpg so it now skins back to rocket launcher
6 Hours Ago
Rotate default placement of engines by 180 degrees so you can see the lights and fuel storage by default.
6 Hours Ago
- Remove logs - Codegen - Cleanup
6 Hours Ago
Fixed ores respawning
6 Hours Ago
Fixed deep sea manager not generating the island navmeshs after loading a save, causing the island scientist to never spawn Fixed ores respawning Added deepsea.printloot command
6 Hours Ago
Male Mummy wraps reposed
6 Hours Ago
notifications_indicator_fix_2 -> main
6 Hours Ago
Dont read all noticies on init
6 Hours Ago
Merge from space_station_weapon_skin
main -> notifications_indicator_fix_2
main -> mountplayersync_ai_bypass
- Added CLIENT/SERVER seperate profiling versions - Cleanup - Codegen
network_profiler_accumulate_packets -> main
- Swapped detailed packet profiler from an array over to a concurrent collection - Append new packets to a prexisting list rather than worrying about indicies and a fixed array size - Snapshot size finally reflects packets captured
Today
merge boat perf optimizations to main
Today
Merge from boat_costs (hull pieces can now be pricely separately to the rest of boat pieces - repair cost accounts for this too)
Today
Mummywraps female top and bottom reposed
Today
Use child entity count for MotionToggle cache invalidation.
Today
Merge from parent
Today
* Remove the need for HasValidMesh() on LOD components * Renamed a bunch of things for clarity
Today
Wrapped the new time tracking in editor defines
Today
TC's now cache their allowed construction items in a ListHashSet for faster checks Not really worth doing in normal circumstances but it seems common to have junk items attempting to transfer into a TC constantly, this saves about 0.01ms on each attempt
Today
Added an Input and Output item list that is populated during a conveyor move, allowing us to read and write items faster without having to use GetSlot (which could potentially iterate over the whole container each call) Restructure some of the iterators in IndustrialConveyor.Move to iterate over the item list directly instead of using GetSlot This removes all usages of GetSlot in the conveyor move system which can be called over 3k times in a bad conveyor move Added a shortcut for LookAtIOEnt to resolve what item a storge cotnainer is attached to when holding the wire tool, resolves the multi second freeze in the editor (was faster in builds, but this should still be faster)
Today
Fixed deep sea dwelling spawning their NPC and crates again after a server restart They now spawn once when the deep sea opens Also load balanced the whole thing so we don't spawn too much stuff at the same time
Today
rebase on main
Today
WIP: TriggerParent managed queue, no batching, no burst Still need to implement using PersistentObjectWorkQueue and experiment with batched-burst queries and compare all, as this version should have a bit more overhead due to bookkeeping. Tests: none, not plugged in
Today
Merge from main
scientist_boat_work_queue -> main
Codegen
Hack to get around boat steering and gas pedal ref values in a work queue
Swap boat ai to run on instructions handled by a work queue rather than letting each boat handle itself