125,767 Commits over 4,171 Days - 1.26cph!

7 Minutes Ago
merge from naval_update/deep_sea
9 Minutes Ago
Codegen
12 Minutes Ago
merge from naval_update
13 Minutes Ago
Codegen
18 Minutes Ago
merge from main
33 Minutes Ago
merge from cargopath_map_smooth2
34 Minutes Ago
Smooth the cargo path shown on the map so it doesnt look too jagged (clean branch, plastic selected all my hidden changes by default 🫠)
38 Minutes Ago
Smooth the cargo path shown on the map so it doesnt look too jagged
39 Minutes Ago
Rotatable paintings and signs, during deployment and keybinds in painting menu
53 Minutes Ago
Set a purchase limit for general tab items so multiple cannot be purchased
55 Minutes Ago
merge from cargo_oilrig_path_fix
1 Hour Ago
merge from modding_can_throw -> main
1 Hour Ago
more progress
1 Hour Ago
Allow melee weapons to network if they can be thrown - fields `canThrowAsProjectile` and `onlyThrowAsProjectile` Add `setthrowable` command to test that it works 0 = not throwable 1 = throwable 2 = only throwable
1 Hour Ago
Cleanup & spawn fixes.
1 Hour Ago
Spawns
1 Hour Ago
Cargo can't hit oil rig when exiting the map Cherrypicked cargoship.egress command from deep sea branch
1 Hour Ago
merge from fix_sam_site_reload -> main
1 Hour Ago
merge from hackweek_crosshair_customization
1 Hour Ago
Fix crosshair not getting initialized correctly with the settings
1 Hour Ago
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1 Hour 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
1 Hour Ago
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2 Hours Ago
Cargoship path no longer goes around oil rigs
2 Hours 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
3 Hours Ago
Update tooltip phrases, rename static 2 to semi-static Fix some options not getting darker on hover
3 Hours 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
3 Hours Ago
merge from modding_drone_tax -> main
3 Hours Ago
fix rain button not displaying particles, added parameter to set initial rotation when loading objects into scene
3 Hours Ago
Add `ent dronetax {Amount or Item Name}` to manually change drone tax for testing
4 Hours Ago
merge from modding_drone_tax -> main
4 Hours Ago
Reapply proto changes Only send delivery fee in network data, don't save to disk
4 Hours Ago
Lightmaps & Flowmaps for Water shader
4 Hours Ago
Cherrypick CS 113029
4 Hours Ago
Make preview crosshair size more similar to the real crosshair, it was very slightly off before
5 Hours Ago
Fixed warmup method not waiting before calling PostWarmupPage
5 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
5 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
5 Hours Ago
merge from modding_max_hp -> main
5 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
5 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
5 Hours Ago
merge from main -> modding_max_hp
5 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
6 Hours Ago
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6 Hours Ago
Halloween Wallpaper - Final textures, WIP Icon placeholder
Today
Merge from main
Today
Missed commiting .proto file for `fix_turret_interference_order` branch (filtered to .cs files)
Today
Boat building station triggers setup. Cleanup.