142,002 Commits over 4,383 Days - 1.35cph!

2 Days Ago
CFixedCommandStorageBuffer bounds check Prevent NPE crashes with creating physics too soon * Entity:PhysicsInitBox and Sphere affected. Will throw console warning. Alias func_simpleladder to func_brush * Fixes L4D ladders not working Prevent infinite loops from EntityEmitSound hook
2 Days Ago
Clean: move group initialization from PopulateCells to GetGroup Tests: ran around on craggy
2 Days Ago
Clean: remove Visibility.Manager.groups - also remove all provider == null checks Tests: compiles
2 Days Ago
Mortar export updates
2 Days Ago
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2 Days Ago
Update: add ClientVisibilityProvider - mostly a dud Provider, most methods do nothing - Upodated all places to use ClientVisibilityProvider instead of null This allows to remove groups from Network.Visiblity.Manager Tests: booted into craggy, ran GameTraceTests
2 Days Ago
Massaged the broken time acceleration curve to increase night time to be closer to 10 minutes again.
2 Days Ago
NPC's now use the server gesture start method rather than sending player signals, fixes them not hiding their currently held entities when starting gestures Added faster dictionary lookups to GestureCollection
2 Days Ago
Fixed Lumberjack Hoodie not working in Industrial Conveyor
2 Days Ago
Switch mortar firing button from reload to primary fire.
2 Days Ago
Update: instead of iterating all netgroups, add Provider.ForEach(layer, callback) method - get rid of Visibility.Manager.Groups accessor This removes public access to groups dictionary, so almost there to remove it Tests: booted to craggy, opened deep sea and ran deepsea.printentitycount
2 Days Ago
merge from split_dump_command
2 Days Ago
Mortar animator update and anim exports
2 Days Ago
switch to args.ReplyWith
2 Days Ago
Fixed nuke EffectRecycle prefab errors.
2 Days Ago
Updated joint hierarchy for mortar
2 Days Ago
Update: Visibility.Provider now can create network groups in a thread-safe fashion - organized hardcoded groups into their own collection - Network.Visibility.Manager now defers to provider's GetGroup and TryGetGroup Not sure if I want to support NetworkVisibilityGrid on CLIENT or not, but will try to clean it up in a bit Tests: Booted and ran around on craggy. compiled for all modes separately
2 Days Ago
Remove entity mod from mortar shells
2 Days Ago
Update manifest
2 Days Ago
Delete old placeholder mortar entities
2 Days Ago
Mortar IK ref points updated and anims exported
2 Days Ago
exported edited salvaged hammer refresh vm anims
2 Days Ago
Merge from main
2 Days Ago
Updating mortar rig with hand IK targets
2 Days Ago
String material texture offset gets updated according to the current rotation of the wheel bone
2 Days Ago
Undo changes to player_info_s
2 Days Ago
apartment complex exterior baked LODs
2 Days Ago
workbench upgrades models and textures (salvage, recycle and comfort)
2 Days Ago
merge from main
2 Days Ago
Can't open upgrade inventory if building blocked
2 Days Ago
merge from hair_fixes
Rin
2 Days Ago
merge from bandit_sentry_culling_fix
Rin
2 Days Ago
merge from armored _ladder_hatch_material_fix
2 Days Ago
Add ApplyVertexColorStrength and ApplyVertexAlphaStrength to material property block for hair dye
Rin
2 Days Ago
merge from floating_city_oilrig_leg_fix
Rin
2 Days Ago
merge from ferry_terminal_nets
2 Days Ago
Added support for per workbench-level upgrade visuals. Assigned reinforced visuals for all workbench levels.
2 Days Ago
Hook new navmesh to ghostships and tropical islands
2 Days Ago
Fixed hair caps not working on some player seeds Disabled shadows on midlength hair
2 Days Ago
Rentable Shop D - LODs, collision, shutter LODs, shutter polish, replaced models with prefabs in main prefab
2 Days Ago
Fix client server compile errors
2 Days Ago
Don't reset new speed consistency test params between runs
2 Days Ago
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2 Days Ago
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2 Days Ago
Merge from workbench_upgrades
2 Days Ago
Fixed visual spawning method breaking initial LOD functionality.
2 Days Ago
Updating skinning for mannequin
2 Days Ago
Rebase on /main
2 Days Ago
Fix missing visual prefab link on reinforced item