142,325 Commits over 4,536 Days - 1.31cph!

24 Minutes Ago
merge from main
33 Minutes Ago
merge from medical_honey_bandage
35 Minutes Ago
Setup collision/colliders correctly in prefabs.
36 Minutes Ago
Added honey bandage to primitive and hardcore tech trees
37 Minutes Ago
merge from carvable_pumpkin_deploy_fix
37 Minutes Ago
merge from paintball_gun_fixes
39 Minutes Ago
merge from viewmodelscope_nre
39 Minutes Ago
merge from static_piano_fix
40 Minutes Ago
merge from TriangleHatchDeployfix
41 Minutes Ago
merge from deployanim_fix
42 Minutes Ago
merge from vehicle_pooling
43 Minutes Ago
merge from glass_ar_motion_blur_fix
46 Minutes Ago
merge from new_navmesh_fixes
47 Minutes Ago
merge from Floating_bandage_fix
47 Minutes Ago
merge from oilrig_light_fix
49 Minutes Ago
Merge from main
53 Minutes Ago
merge from main
1 Hour Ago
Renamed deployed entities to include .Deployed per convention.
1 Hour Ago
Setup missing socket/checks on gate
Rin
1 Hour Ago
merge from mt_snapshot_saving
2 Hours Ago
merge from main
3 Hours Ago
Merge from main
Today
cherry picked martyns rail hide code from changeset 153305 - allows the holosight rail to hide depending on the weapon its attached to.
Today
cherry picking 8x scope, handmade sight and holosight refreshes
Today
Add entity names to "MOVETYPE_FOLLOW with no model" warning Implement CTRL+Backspace and CTRL+Delete for text entries Try to prevent game breaking states with silly values of m_yaw/m_pitch Minor cleanups Added "session_begin_ignore_version" hammer command * If you brick your VMF with this, don't blame me Add description to r_PhysPropStaticLighting Move "dynamic shadow poke through" "fix" to opt in convar * r_shadow_clip (defaults to off) - it being enabled causes shadows to be clipped erroneously sometimes Try preventing "non positional" control points bloating particle bbox * This should help with particle sorting * Marks C_INIT_RandomColor C_OP_RemapAverageScalarValuetoCP C_OP_RemapCPtoScalar as using non positional control points (in addition to the existing ones) * This could potentially cause issues where these non positional operators act on positional control points used by other control points, but who would do that?
Today
merge from main
Today
merge from automated_testing
main -> grenade_client_prediction
Today
Adjusted and balanced holstered weapon positions to sit closer to chest armour
Today
Fixed test runner window not showing the in progress icon on a test running its cases
Today
merge from main
Today
merge from cookingworkbench_kettle_fix
Today
merge from settings_dropdowns_fix
Today
Fix placement guide rotations. Hookup icon links and generate/assign icons.
Today
merge from store_nre_fixes
Today
Randomised rooms for train tunnels - UV fixes on boiler room. Started first art pass of Small Room C.
Today
Bunch of building help/glyp improvements. Add building hints. Analogue inputs now support glyph display too.
Today
More improvements, prompts, help display.
Today
Animal Fence LODs and gibs
Today
- Simplify cow needs to be easier to balance and understand as a player: remove mood as a tracked value, mood is just computed on demand by min(fullness, hydration, personal space) - HP just converges to mood so that happy cow is full hp, sad cow dies automatically, and eating automatically heals => added benefit: cow condition becomes cleanly visible to players through the healthbar - Sleeping cows needs are frozen instead of ticking down - Add ultra compact building to benchmark (multiple cows in a 1x1 with through or shelter) - Fix benchmark not having water source for free range cows, causing free range cows to produce less scrap
Today
let subsystems contribute to IK, move shields to it
Today
optim: only add root matrices when we're doing foot IK
Today
run job ik on a single playable graph with two outputs rather than two playable graphs
Today
added textures, mesh and material for test of cow pattern material.
Today
clean up, move things into a single playerik module rather than 3 different layers, run formatter
Today
more merge error fixes, nuke old ParentArmsToCamera - its done in jobs now.
Today
More glyph support and fixes.
More LOD texture optimizations and rebaking