131,716 Commits over 4,232 Days - 1.30cph!

Just Now
merge from naval_update/deep_sea
4 Minutes Ago
Change tip wording.
10 Minutes Ago
Show a game tip mentioning the built-in code lock the first three times you place a steering wheel.
11 Minutes Ago
Fixed debug portal renderer being visible with the convar off
22 Minutes Ago
Small engine skinning fix
27 Minutes Ago
- Fix inverted margin and spacing values on the deep sea rhibs - was causing the spawning values to be totally wrong and spawning rhibs at the corners with barely any on the map - Remove useless logs
41 Minutes Ago
Re-add model scale to prop_dynamic in Hammer It works visually. Minor cleanups Prevent entity precaches from calling OnEntityCreated/Removed Enable Episode 2 flinching behaviors for npc_zombie * Also fixes its blood color being YELLOW instead of ZOMBIE More bounds checking for texture related methods Merged Pull Requests * Minor optimizations for new game screen Strip out more obnoxious symbols from server names Allow copying server name from detailed server view Pull Request: Minor server list optimizations Fixed Lua error with "" for rope material Fix nullptr crashes (on game exit?) to do with HTML panels (CEF) Make Zombine use zombie blood color Resistance mines target Xen Aliens from HL1 Make Resistance Mine have proper name in killfeed Add missing attachments to Combine APC model So the player's view is not in the ground if they somehow got into the APC prop_vehicle_apc code tweaks * You can now actually exit the APC if you got into a non locked one * Non locked APC now starts the engine when entry animation ends * Do not play locked sound for non locked APC Fixed Gravity/Physics Gun world model * It is no longer changing its light level based on rotation (fixed normals) * Add 3rd skin for the mega gravity gun, used by c++ code * Adjusted model origin to match the HL2 model (we are using HL2DM one) for NPC animations * Fixed physics model not matching the visual model Update some weapon icons with poor constrast Fixed toolgun world model light origin Add thumbnail for nb_example so people stop pestering about it Potential fix for HUDWeaponPickedUp getting wrong entities Updated TTT * Add weapon group spawnflags to ttt_random_weapon Antlion Grub ragdoll inherits color/material from the "npc" * It's not a real NPC Add a copy button to kick reason popup Add `cable_dx8` to rope shader whitelist * Whyyyy is it DX8
41 Minutes Ago
Only try and ram occasionally
45 Minutes Ago
- add spawnrhibgrouphere to test group spawning and try and replicate scientist kill bug - try spawning boats lower in the water plane - spawn relative to the correct water height (including waves)
49 Minutes Ago
Add `cable_dx8` to rope shader whitelist * Whyyyy is it DX8
56 Minutes Ago
- Force the boyuancy system to wake up when the ai takes over (try and stop the boats from drowing all the scientist on spawn) - Better boat positioning - Add more bouyancy points to the pt boat (rear was a nightmare) - Wake up the boats from further away - Convar to spawn boat groups together
59 Minutes Ago
Set default EditFinishUseInterval to 1 second.
1 Hour Ago
Frog boots repose
1 Hour Ago
Only fill fuel to 50
1 Hour Ago
Evaluate water height at water positions and spawn y at that rather than possibly under water
1 Hour Ago
Npc aim refactor progress
2 Hours Ago
naval_update -> scientist_boat_ai
3 Hours Ago
Check textures for null in ApplyMipLevels()
3 Hours Ago
Check textures for null in ApplyMipLevels()
3 Hours Ago
Merge Indirect Instancing Fixes
3 Hours Ago
* Store local bounds so that new world bounds can be derived when an instance moves * Emit a warning when a unit cube is assumed for bounds * Don't actually try calculating worldBounds for Unity, it gets really messy when things move around * Use the new local bounds for the debug overlay as well * Add some null checks in MotionList * Add BroadcastTransformUpdate() to force-update the instance transform regardless of motion state
3 Hours Ago
roof conditionals visual polish various fixes
3 Hours Ago
Cannon animation polish pass
4 Hours Ago
ak charm anchor position tweak
4 Hours Ago
Edit/finish cooldown is now handled by a flag, client UI menu options based on the flag.
4 Hours Ago
mp5 charm setup
4 Hours Ago
roof block model transforms reset, removed duplicate gibbable scripts
4 Hours Ago
Updated charm list
4 Hours Ago
AK charm setup
4 Hours Ago
backpack charm texture updates
4 Hours Ago
Updated deep sea map marker tooltip wording
4 Hours Ago
Merge from client_cache
4 Hours Ago
Wellipets hat repose
4 Hours Ago
Added deepsea.setTimeToNextOpening Lets you set the time before the next deep sea opening
5 Hours Ago
Adding space station building grade Added new skin blocks to master blocks Space station building block prefabs setup
5 Hours Ago
Abyss Hazmat repose/lods
5 Hours Ago
Init boat audio shortly after client boat is enabled so it can use cached data. Remove some debug logs.
5 Hours Ago
5 Hours Ago
Paintball Gun - split transparent parts into extra material, added backfaces for tape, WIP texture update
5 Hours Ago
Added BoatBuildingStation.Client partial, moved some code.
5 Hours Ago
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5 Hours Ago
IsBoatFullyContained uses cached blocks
6 Hours Ago
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6 Hours Ago
Created a command to fill the players inventory with random items. Its functional but still need some more work.
6 Hours Ago
Client part caching wip
6 Hours Ago
merge from main
Today
merge from naval_update
Today
Merge from parent
Today
network++