131,560 Commits over 4,232 Days - 1.30cph!

14 Minutes Ago
Don't use pre-existing rotation as the intial client pitch/yaw - this causes snapping on the front turret when you were jumping on
52 Minutes Ago
Bunny Ears repose
58 Minutes Ago
Disabled wind on tarp_static_blue material
1 Hour Ago
Nomad Suit repose/lods
1 Hour Ago
Tiger mask repose
3 Hours Ago
DragonMask repose
3 Hours Ago
added an icon to boat ladder
3 Hours Ago
Oxmask repose
4 Hours Ago
Merge from boat_building (set 111 deployable GroundWatch to include VehicleLarge layer)
5 Hours Ago
Merge from largevehicle_groundwatch
5 Hours Ago
Merge from parent
Today
Add debug.disableCameraMovementWhileReceivingSnapshot convar, defaults to on and admin only Seems to resolve the crash when entering/exiting the deep sea as the player camera was sometimes being interpolated to extreme out of bounds distances
Today
Remove leftover debug message from ElectricWindmill
Today
Remove leftover debug message from ElectricWindmill
Today
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Today
merge from main/naval_update/boat_plank_sounds
Today
merge from main/naval_update/boat_wheel_sounds
Today
sounds for most of the modular boats and related deployables (few bits still WIP)
Today
Triangle fan cells wip
Today
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
Today
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
scientist_boat_ai -> naval_update
Fix muzzle flash not spawning at the right location for the right pt boat turret
scientist_boat_ai -> naval_update
Compile fixes
Today
Added "Super Chiby" font for balloons, fix references on prefabs
- Fix boats sometimes spawning with weird rotation values - Delay enabling leg renderers till a bit later to prevent them not turning on sometimes? - More changes to leg animator settings to prevent ocean waves from causing the legs to have a freak out - Bring back LOD for turning on or off leg animators
Today
Extend the tugboat deployable sanity check tool to also add the VehicleLarge layer to the groundwatch layer mask for any VehicleLarge capable deployables. Ran the tool and added the layer to 130 deployables.
Today
Rework text displaying on party balloons to accomodate all the different shapes, added multiple parameters to improve variability and conformity to mesh. Added text display to all applicable balloons
Today
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
Today
Merge: from hackweek_jit_explorer - Buildfix for missing type definitions Tests: built scripts in all editor modes
Today
Buildfix: move type declarations to JITViewer Tests: compiled scripts in all editor build modes
Today
Cherry picking 137160 instead of merging from main (getting client compilation error from 137130)
Today
CodeGen
Today
Merge from main
Today
fuzz tweaks
Bandana repose
- Fixed more issues with poor AI mounted turret aiming - Ensure rear turret does the correct checks (it has an inverted forward) - Ensure leg renderers are disabled when player model is thrown in the pool - Fix turret seats being able to move x and z rotation when they should only match the y rotation (this would cause them to spawn at weird offset angles)
lumberjack hoodie prefab update
Heavy Scientist repose/lods
Today
audio changes on the double and single 50cal turrets
Add digital ammo counter
Today
handmade sight refresh LOD 0 and LODs
Today
Rabbit mask repose
Today
Merge from naval update
Today
painted + bare metal textue variants for explosives component box, plus LODs
Today
Ratmask repose
Today
ore greybox model
Today
marging last stuff from hackweek before I forget
Today
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