197,738 Commits over 4,140 Days - 1.99cph!

Yesterday
Rebuild manifest
Yesterday
Merge from main
Yesterday
Setup for third person testing
Yesterday
legacy wood wall and gate sitems, skinnable and pack sitem, rebuilt skins and manifest
Yesterday
New: BaseRaidBenchmark - stress test client via a raid scenario - Doesn't do much, just ground framework Tests: ran the scene - saw players spawn (but not their visuals)
Yesterday
Update: World Setup Benchmark -> BiomeBenchmark World Setup rename - replaced default params on BiomeBEnchmark with placeholder to indicate they don't do anything Tests: none, trivial changes
Yesterday
Connect Modal styling
Yesterday
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Yesterday
Fix minigun world model briefly spinning when being equipped in third person
Yesterday
Changed "Failed to find DungeonBaseRoot" and "Failed to find DungeonGridRoot" to warnings in builds, as this is expected to occur in primitive mode and shouldn't result in errors
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Possible BaseOven.CookVisuals NRE fix
Yesterday
merge from party_system -> main
Yesterday
Moved the scientist giving the outpost spawn point mission to a nearby sidewalk Switched the spawn point name from Compound -> Outpost
Yesterday
Remove all the code for optimized loading/async warmup (not compatible with asset scenes)
Yesterday
Move hardcoded assets to bootstrap asset scene because some are needed in the menu Fix some scene switching issues after LevelManager changes
Yesterday
Better behaviour when handling tight corners, better scaling Use spherecast for matching deployable capture (better again for barrels) Rename inBuildingPrivilege to buildingBlocked
Yesterday
Merge from main
Yesterday
Disco floor just uses its own snapping system for entity to entity connections. Ensure large planter box can still snap to the centre of a foundation
Yesterday
Use OBB for matching deployable snapping. Since Hit Normals wont be guaranteed to be 'boxy', we should just use OBB instead. This instantly improves barrel snapping.
Yesterday
merge from main
2 Days Ago
Localization
2 Days Ago
Pull DLC price from steam, show discounted price and discount percent when on sale
2 Days Ago
Fixed Shelves not wanting to snap together properly Added debug command for snapping
2 Days Ago
Evaluate every snap type first and then go with the best one automatically based on a score - just use distance for now Fixed issue with large storage box where it would go invalid on one side depending on the placement
2 Days Ago
Merge from main
2 Days Ago
(subtract) to get the right value
2 Days Ago
Implemented store DLC tab, wired the dlc overlay pages
2 Days Ago
Calculate a better Y placement height Set all snapping casts to have a maximum of 1 unit
2 Days Ago
New user-bindable marker commands: - `buttons.markcurrentpos` to place a marker at the players position on the map - `buttons.clearmarkers` to clear all map markers
2 Days Ago
Reverted 123230 "merge from session_analytics", needs more work
2 Days Ago
Do not build bootil 64 bit on linux/osx
2 Days Ago
Threadtools/tier0 merges from x86-64 Update Windows build scripts again Build bootil 64 bit Can now build 64bit filesystem, addons, addons_fs, vpklib, vpk and vtex
2 Days Ago
Fix NRE from party menu trying to render when opening DM menu in chat
2 Days Ago
Follow ScriptableObject references when finding referenced prefabs (fixes bootstrap bundle missing some assets) Make LevelManager safer to use with overlapping async operations by queuing them internally Fix ordering issue with AsyncOperation by only starting to load non-bootstrap asset scenes once the menu has loaded Fix scenes created at runtime (client entities, etc.) being accidentally unloaded by LevelManager because they are created when activating the new scene Load asset scenes in parallel
2 Days Ago
merge from fogmethod1
2 Days Ago
correct default max brightness
2 Days Ago
merge from indirect_instancing
2 Days Ago
smooth out abrupt fog/lighting change when going underground
2 Days Ago
Re-enabled instancing for the Nature/Cliff shaders
2 Days Ago
- Fixed invisible objects due to state information ending up wrong in the prefab pool - Fixed method ambiguity build error in BufferList - Merged aggressiveShadowLod optimisation into InstancedLODComponent - Allow RendererLOD collapsing when instancing is enabled - Added stats about fallback rendering to indirect instancing diagnostics - Fixed shadow proxy detection - Avoid leaking memory by actually destroying monster meshes before recreating them
2 Days Ago
Fixed particle related crashes when attached to an entity Pointless nullptr checks for CImage when basically OOM Apply SendSnapshot hack from base game to HLTV Allows full update snapshot to exceed 256KB limit, up to 1MB limit. Also updated some console messages and kick reasons to include more useful data Can now build 64bit map compilers Update build scripts for Windows
2 Days Ago
merge from fogmethod1
2 Days Ago
Clean: Refactor free-slot searching logic Hope is to make it harder to mess up index calculation when writing more code of this style Tests: GamePhys unit tests + projectile consistency unit test
2 Days Ago
Added extra sanity checks to projectile consistency testing
2 Days Ago
Moved the storage monitor socket on the horizontal barrel to prevent placement error with hopper, also prevents them clipping into each other if you place hopper first.
2 Days Ago
patrol_heli_revision_fixes -> main
2 Days Ago
Fix strafe think NRE Remove logs
2 Days Ago
Tests: GamePhysics.TraceRrays and TraceSpheres coverage Wasn't covered previously which led a bug slip in. But has already been fixed. Tests: ran it with bugfix revwerted - failed(as expected). Reapplied fix - passed