144,668 Commits over 4,413 Days - 1.37cph!

6 Minutes Ago
Codegen
6 Minutes Ago
- Swap vine swinging mount pose to standing - Fix offset y rotation - Increase drag to a more realistic level - Fix pooltable mountable not removing itself when dismounting
17 Minutes Ago
merge from decorative plants hackweek
23 Minutes Ago
Merge from missionobjective_findentities_optim
23 Minutes Ago
Fix some objectives searching on layers which are no good on the client
27 Minutes Ago
- Table can track multiple mountables - Can't mount if you're already mounted - Don't need to call kill - the table does it
38 Minutes Ago
- Setup v_spear anims/avatar - Fix inside terrain violation when jumpin on mountable - Viewmodel was set to wrong prefab - Viewmodel skeleton fix - Add viewmodel renderers to skinned mesh renderers
51 Minutes Ago
Fix pool cue viewmodel not spawning
52 Minutes Ago
- Manifest - Force mount the pool table mountable on use
1 Hour Ago
Remove remaining game logic from pool table
1 Hour Ago
- PoolGameController (all game logic: turns, win conditions etc) - Cleanup overal - Shooting logic (not connected yet) - Wire into PoolTable
1 Hour Ago
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2 Hours Ago
Merge from missionobjective_findentities_optim
2 Hours Ago
Fix MissionObjective_KillEntity missing set initialized flag Fix MissionObjective_KillEntity showing both standard mission marker and ping marker together when pings are enabled Fix WorldPositionGenerator potentially throwing a NRE in editor
2 Hours Ago
Fix HLMV/HLFaceposer crashing due to modern control styles * Apparently windows API bug where GetClassInfoExA returns garbage? Minor cleanup Fixed StudioMDL crashing More compile warning fixes
2 Hours Ago
Cleanup
3 Hours Ago
Fix HLMV/HLFaceposer crashing due to modern control styles * Apparently windows API bug where GetClassInfoExA returns garbage? Minor cleanup Fixed StudioMDL crashing More compile warning fixes Merge DetailObjectSystem fixes from TF2 SDK for 64bit
3 Hours Ago
Remove turn animations from AK, seems to break stuff even tho they aren't used
3 Hours Ago
updated the building topology and added a collider for tree guards
3 Hours Ago
Clean(tests): same for UpdateNetGroup Tests: ran unit tests
3 Hours Ago
Updated models and prefabs of swimwear 1 and 2. fixed clipping issues.
3 Hours Ago
Clean(tests): same for MovePlayer Tests: ran unit tests
3 Hours Ago
Push up temp animations and angles for turn in place, maybe they can be used as reference
3 Hours Ago
Add secondary motion/foot scatter, re-format fields
3 Hours Ago
Clean(tests): UpdateSubs injectLastVis default to true now Tests: ran unit tests
3 Hours Ago
Ceiling lights just use the HasPower flag instead of On
3 Hours Ago
Bugfix(tests): sae for TestNew_KillSleeperAndReconnect Tests: ran all ServerOcclusionGroupTests - they pass
3 Hours Ago
Bugfix(tests): same fix for TestNew_KillSleeperAndReconnect Tests: ran TestNew_KillSleeperAndReconnect
3 Hours Ago
Train tunnel light fixture material fixes.
3 Hours Ago
fixed wrong conditional
3 Hours Ago
Bugfix(tests): properly setup player's last visibility state in TestNew_Reconnect Tests: ran unit test - it passes
3 Hours Ago
merge from reset_groups_command
3 Hours Ago
Turn in place IK subsystem, turns the player's lower body towards where they're facing rather than just sliding the feet - still kinda robotic.
3 Hours Ago
Bugfix: NetworkVisibilityGrid.IsVisibleFrom no longer reports visibility between hardcoded groups Failed unit tests by making Limbo group visible from main grid cell Tests: ran TestNew_MoveOther, no longer fails
3 Hours Ago
merge from mortar_prototype
3 Hours Ago
moved SendBufferedFlagChanges outside of circuit loop
3 Hours Ago
Improve mortar uneven ground placement error
4 Hours Ago
merge from main
4 Hours Ago
Updating fpbconfig json with details for azure artifact signing
4 Hours Ago
Fixed broken fixtures.
4 Hours Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
4 Hours Ago
using HasSubscribers method instead of manual check
4 Hours Ago
Id and NRE fixes
4 Hours Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
4 Hours Ago
Bugfix(tests): fix incorrect setup of TestNew_KillSleeper We weren't injecting lastSeen records for other subscribers, which tripped up assertions Tests: ran unit test
5 Hours Ago
adding art for tree_guard_fences, prefabs some splat repaint to fit the ground below trees
5 Hours Ago
FakePlayer tweaks