146,167 Commits over 4,444 Days - 1.37cph!

37 Minutes Ago
Merge from main
40 Minutes Ago
Merge from PlayerRigUpdate2
48 Minutes Ago
Merge from ballistic_helmet_weight_fix
3 Hours Ago
S2P all floating cities, fixes missing mannequin meshes
3 Hours Ago
Remove unused override
3 Hours Ago
Merge from industrial_dlc
3 Hours Ago
Fixed industrial torch anims not applied to sub systems
3 Hours Ago
Merge from main
3 Hours Ago
Merge from parent
4 Hours Ago
Merge from main
4 Hours Ago
Merge from mortar_prototype (fixes mortar animations)
4 Hours Ago
Fix editor only NRE when playing first person sounds
4 Hours Ago
Merge from main
4 Hours Ago
Fix
4 Hours Ago
Fixed ProjectileModPartVisibility disabling unrelated VM's on deploy Removed viewmodel string based lookup, now requires the same component on the VM with direct references (string lookup will return the root transform if no match was found, so the whole VM was being disabled)
Today
Fix static xylophone and drumkit being offset in monuments after they were converted to prefab variants in 142496 and 142494 Manually restore their old positions in Music_Stage and Casino Barge prefabs S2P Outpost + Floating Cities
Today
exported updated 3p jump and jump midair anims
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Yesterday
Fixed old bug where the desert military base `desert_dwelling_single_j` (the big silo) could have another dwelling spawn inside of it after server restart. Added a simple box collider at the anchor point where spawn checks were made. Tested in editor
Yesterday
Lazy create the IOCircuitSystem when registering the first io entity Converted computer station, digital clock and command block
Yesterday
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Yesterday
merge from main
2 Days Ago
change industrial auto turret inventory handling sound
2 Days Ago
deploy/open/close sounds for industrial storage and furnaces
2 Days Ago
industrial auto turret sounds
2 Days Ago
morph cache add dye sets to hair sets
2 Days Ago
conditional hair setup (pointing to midlength meshes for now)
2 Days Ago
add to hair sets
2 Days Ago
Fixed missing skeletonskins
2 Days Ago
merge from crew_cut_setup (to avoid hair set conflicts)
2 Days Ago
shadow lods
2 Days Ago
rough dye set pass
2 Days Ago
Female conditional meshes
2 Days Ago
Cobalt Statue - Added latest progress on the mesh and prefab, which includes the fully UV'd and textured pedestal with its corresponding materials.
2 Days Ago
Conditional meshes
2 Days Ago
Updated render meshes on prefab
2 Days Ago
Ponytail cleanup
2 Days Ago
Fixed LZMA decompression size calc on 64bit for real this time Probably fixed CGameClient::Reconnect Combine APC vehicle tweaks * Replace the vehicle entity with the big gib in undo/cleanup systems when the APC explodes * APC can now explode without a driver * Prevent potential crashes at entity limit Fixed m_UseFastClipping being set to a pseudo-random value on game start DxSupport tweaks * Reduce cl_detaildist to 3k from 4k * Delete dxsupport_sp, dxsupport_episodic (unused files) * Load the dxsupport.cfg from bin/ always, not from bin/win64/ for 64bit and bin/ for 32bit * Disable support for dxsupport_override.cfg (unnecessary) Move vtex.ico into src/utils/vtex/ from game/bin/ Fixed DxSupport loader parsing numbers from hex to decimal twice * KeyValues system already magically parses 0xFFFF type strings into a float, so ReadHexValue doesn't need to exist anymore. Remove obsolete convars from dxsupport * mat_parallaxmap, r_decal_cullsize Fixes for 64bit Hammer displacement tools Fix annoying compile warnings about hiding global/member with same name
2 Days Ago
Initial setup
2 Days Ago
Ponytail fixes
2 Days Ago
Ponytail hair update
2 Days Ago
commit missed texture metas
2 Days Ago
merge from wiretool_cave_fix
2 Days Ago
Added some network override volumes in cave_small_hard and cave_large_sewers_hard Fixes not being able to wire stuff from cave to surface S2P both caves
2 Days Ago
rebased darts_game branch
2 Days Ago
Added Crewcut hair variant. Added fbx files, set up prefabs, added textures and set up materials.
2 Days Ago
merge from consoleinputfield_fix
2 Days Ago
Fixed console input field not being selected automatically when using consoletoggle 0
2 Days Ago
Fixed pooltable NRE'ing on spawn
2 Days Ago
Codegen Manifest