146,117 Commits over 4,413 Days - 1.38cph!

Today
Changed the wording, updated tag icon
industrial_conveyor_network_optimize -> main
Today
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Today
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Unbusy has to call the full update because we are .5s later
Today
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- Prevent Unbusy from also calling a network update - Prevent Invokes from allocating in client tweens and when unbusy is invoked
Today
Restore "Get Premium" button on the connect modal when looking at a premium server when not having premium
Stop industrial conveyors from sending 4 network updates rather than one every time the switch is set on or off (until flag changes are implemented)
PlayerCopyTool copies base color brightness
network_analyser_rebuild -> main
more skinset balance
uncouple skinNumber and meshNumber, so skin brightness doesn't correlate with the subset
Today
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Today
Merge from props_usage
Today
Try changing LZMA compression length calc again so its good on 64bit
Today
Mat tweaks.
Today
Light fix
Today
Various torch related.
Today
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
Today
Industrial Torch - Updated textures, rendered icon, updated icon renderer script in entity prefab
Today
Fixed IconRender scene using the old UI input system module
Today
merge from keyboard_layouts_fix
Today
Fix bind_default stomping player rebinds when the default command was left unbound
Today
Minor changes Try to scale NPC eye pupils with head/model scale * Seems to kinda work? Inflator tool tweaks * "Fixed" it being able to hit NPC bounding box (Made it ignore hull traces entirely) * Added replacement material for the effect that supports transparency * Updated the inflator effect so you are able to see what you are doing. It will also look different between inflating/deflating TTT: Use replicated convars instead of global nwvars (Community PR) Add another text step in loading when connecting to servers Mine changes with font code Update fps_max_menu and nofocus logic a bit (and block them from Lua) Many minor merges from TF2 SDK * Fixed minor compile warnings, removed unused variables, etc. More minor changes Remove usages of FIELD_CLASSPTR Initialize GCudata::unused2 with 0 Added new optional argument to steamworks.GetList - search string * Also makes "userID" argument optional. (Can give it nil) Fixed LZMA decompression size calc on 64bit
Today
merge from premium_rebrand
Today
Compile fix
Today
merge from premium_rebrand
Today
Tweaks, deleted old premium modal
Today
Updating burstcloth constraints for industrial torch
Today
Deleted some old assets Reserialized a bunch of menuui2 prefabs
Today
Updated premium server browser tag
Broken tile prop set
Today
Update fps_max_menu and nofocus logic a bit (and block them from Lua) Many minor merges from TF2 SDK * Fixed minor compile warnings, removed unused variables, etc. More minor changes Remove usages of FIELD_CLASSPTR 64bit saverestore fixes Windows SRCDS console changes * Do not call AllocConsole or SetWindowPos when Windows SRCDS is ran from the console exe Initialize GCudata::unused2 with 0 Added new optional argument to steamworks.GetList - search string * Also makes "userID" argument optional. (Can give it nil) Fixed LZMA decompression size calc on 64bit
more skin set balance
Today
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Today
RRP BillboardLight logic consistency fix with BRP
Today
Swapped premium logo in main menu footer
Today
Added UIBorder and UIRoundedCorners
Today
Rebuilt the premium modal
Yesterday
SRCDS: Do not call SetWindowPos if within console app, apply SWP_NOMOVE
Yesterday
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Yesterday
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Yesterday
Full remake of the network analyser UI. Supports: - looking at a delta (last x seconds) - Pin/Compare snapshots side by side - Anomaly Highlighting (needs more work), highlights rows that are particularly expensive considering our bandwidth
Yesterday
50cal_animation_improvements -> main
Yesterday
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Yesterday
merge from main -> optimize_train_track_meshes
Yesterday
Remove another call to AllocConsole()
Yesterday
update apartment_complex_monument/prototype
Yesterday
merge from main -> apartment_complex_monument