161,513 Commits over 4,597 Days - 1.46cph!

42 Minutes Ago
Merge from main
43 Minutes Ago
Set better defaults for foliage shadow options
2 Hours Ago
Hook up sandbags prefab
3 Hours Ago
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3 Hours Ago
Fixed boat scientists locking onto a hidden target for a longer period of time than necessary (correct branch this time)
3 Hours Ago
Fix roaming boat groups sometimes not properly attacking players on the beach
3 Hours Ago
Fixed boat scientists locking onto a hidden target for a longer period of time than necessary
3 Hours Ago
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3 Hours Ago
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5 Hours Ago
Fixed stolen PT boats getting removed when the roaming boat event ends, only boats that still have their crew get cleaned up now
6 Hours Ago
Fix favorites and history not listing reliably in the server browser - Favoriting a server saves IP:port straight away, then its favendpoint if the server reports one - favorites.cfg saves each hostname's last resolved IP:port so queries generally succeed even if the DNS queries haven't finished yet - Hostnames that fail DNS queries for 30+ days revert to IP:port so they don't log failures forever - "No servers found" no longer shows over results while a refresh or a feeding list is still loading
Today
Added in barricade pillbox into the scene as well
Today
Nail gun position and rotation amended
Fixed TravellingVendorSounds.UpdateTireSounds NRE properly - caused by vehicle pooling - VisualTick kept running after DoClientDestroy
Today
Added in the Uzi into the scene
Fix TravellingVendorSounds.UpdateTireSounds NRE - Real cause probably vehicle pooling
Today
Uzi: stock always folded when holstered, unfolds on deploy - new w_uzi deploy_stock anim with the stock unfold, hooked up in w_uzi controller - 3p deploy_stock updated to match the viewmodel unfold - Uzi.cs: holstered world model always shows the stock folded (visual only, still in rifle mode) - updated 3p aniims to match correct bolt position, fix out of sync issues
Today
Door.SetSwingDynamic NRE guards
Today
merge from f1items_nre_fix
Today
merge from gamepad_focus_nre
Today
merge from get_networklodcell_fix
Today
merge from drop_bind_fix
Today
merge from pickupnotice_nre_fix
Today
merge from LightHouse_Cratefix2
Today
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Today
merge from bird_critters
Today
merge from melee_nre_fix
Today
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Today
merge from distanceflaregammafix
Today
merge from laserstretching_fix
Today
merge from npcencountertimer_fix
Today
merge from nameplates_maxnameplates_hotfix
Today
merge from netread_nre_fix
Today
Merge fix
Today
Fixed CAI_BaseNPC::IsPlayerAlly in multiplayer * Fixes Alyx not picking up shotgun in multiplayer in a scripted scene on ep1_c17_02a Potential crash fixes & cleanups More potential crash fixes & cleanups with various entities Final set of entity related fixes for now Remove some unused C_Team related stuff Try to prevent more matproxy related crashes
Today
- New AttachmentMountScale component: client-only, resets parented mods to localScale 1 so they inherit the mount's scale - Entity parenting uses worldPositionStays, which counter-scales mods and cancelled or skewed any mount scale in 3p - Added to uzi.entity.prefab flashlight.attachment and barrel mounts, scales tuned for the uzi
Today
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Today
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NPC phone calls ignore the MaxConcurrentCalls cap
Today
fix NPCEncounterTimer error
Today
fix vclouds "kernel not set" error sometimes showing up
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OnClothingItemContentsChanged no longer calls OnClothingChanged Looks like it was doing this for recalculating protection from armour inserts, but this only needs to call SV_ClothingChanged Fixes a bug where items moved to/from slot 7 of a backpack were being treated as equipping/unequipping a backpack. Also removes some redundant inventory server updates on every item moved to/from a piece of clothing
Today
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Today
Contact list note saving fix