131,928 Commits over 4,232 Days - 1.30cph!

11 Days Ago
Baseline, bootstrap spawns EngineUI2
11 Days Ago
Update vphysics to TF2-double version (Windows only) Adds PhysObj:GetBuoyancyRatio (returns 0 on Linux/OSX), Fixes PhysGun/GravityGun resetting buoyancy (Windows only)
11 Days Ago
Merging fpbuild related changes to main branch
12 Days Ago
Make net_error thread_local Fixed crashes to do with vehicle driver NPCs Foxed a potential issue with CNPC_Osprey Remove non existent entities from the FGD * Weapon_Brickbat, env_rotorwash, references to weapon_beerbottle, test_sidelist, npc_crabsynth, env_terrainmorph Change VPROF name for GetPathTime Make metrocops draw other types of pistols as well Fixed Combine Soldiers not walking/running with pistols/RPG Improve Metrocop behavior with the RPG * No longer tries to chase the player, go back to safe distance loop, etc. Combine Soldiers can walk/run with no weapon or melee weapons Breen acts like a combine when using weapons, instead of doing nothing Improve Hammer particle browser * No more random numbers in Used count, no more 13FPS, better layout, no more black background Revert "Do not rebuild node graph for workshop maps" Merge branch 'main' into prerelease Fix NPCs being unable to shoot the Alyx Gun Fixed some unfortunate regressions with vehicles Ship light_cagelight01_off.mdl with fixed physics Ship fixed physics for windmill_blade004b.mdl Ship dock_broken01a.mdl with fixed physics * No more bits sticking out Fixed StudioMDL crashing when creating folders for the model Fixed utilityconnecter006b/d.mdl physics Fixed certain NPCS constantly lowering their weapons after each burst Mossman/Kleiner/Breen/Eli Merge branch 'main' into prerelease
11 Days Ago
Add a network graph
11 Days Ago
Setting up EngineUI2_DeveloperTools prefab
11 Days Ago
Implemented a simplified version of the ball pit physics in a test scene
11 Days Ago
Auto auth player on placing steering wheel
11 Days Ago
console tools
11 Days Ago
11 Days Ago
Burlap shirt repose/lods
11 Days Ago
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11 Days Ago
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11 Days Ago
plastic please
11 Days Ago
Renamed the prefabs
11 Days Ago
easel lods
11 Days Ago
Fix for texture issue on 3p m15
11 Days Ago
Add Invoke<T>, Invoke<T1,T2>, InvokeRepeatingWithHandle to use InvokeHandler without allocating garbage
11 Days Ago
WIP code, parameters, setup
11 Days Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
11 Days Ago
Console Info Panel
11 Days Ago
Merge from parent
11 Days Ago
merge from automatedtesting
11 Days Ago
Merge from parent
11 Days Ago
Merge from parent
11 Days Ago
new console items ui
11 Days Ago
merge from SeparatePhysicsScenes
11 Days Ago
That's all folks
11 Days Ago
Almost done...
11 Days Ago
Even more...
11 Days Ago
More...
11 Days Ago
More...
11 Days Ago
Some more...
11 Days Ago
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11 Days Ago
merge from directional_foliage_displacement
11 Days Ago
merge from puzzle_reset_hotfix
11 Days Ago
merge from sort_fixes
11 Days Ago
merge from fix_terrain_nametags
11 Days Ago
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11 Days Ago
Fix displacement clamping
11 Days Ago
matrix optimized texture rez pass
11 Days Ago
Uploading in multiple parts because plastic can't handle... multiple files
11 Days Ago
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
11 Days Ago
Move non r/w meshes into the private content bundle for server builds, removing them from the build Saves 360mb of memory on a freshly booted server
11 Days Ago
Merge from main
11 Days Ago
Merge from main_merge_10_nov
11 Days Ago
Protobuf, code gen, phrases
11 Days Ago
Merge from main Fallback text merge on BaseEntity.Server and BasePlayer-Occlusion Stomp changes in generated files
11 Days Ago
Compute heightmap into small height max map texture Separate terrain compute bounds into render bounds and camera bounds for shadow cull testing Consider shadow casting in terrain culling step using a raycast with max region height