146,141 Commits over 4,413 Days - 1.38cph!

Today
Merge from main
Today
Adjust deploy guide of wanted poster 1 again
Today
Fixed LOD states in mannequin hide poncho
Today
Don't try to initialise BatchRendererGroup if the ConVar is disabled
Today
compile fix
Today
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Today
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Today
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Today
Light consistency fixes.
Today
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Today
merge from skinnables_icons_fix
Today
LR, Bow, Crossbow and Eoka PropRenderer settings converted
Today
Converted PropRenderer settings of more skinnable tools/weapons All the entities had their offsets removed as they attach directly to the prop bones, so icons were all fucked
Today
Industrial torch uses vm camera Fixed 3p flare visible in first person
Prop renderer legacy pose wip
Today
merge from skinnables_icons_fix
Today
Converted PropRenderer settings of all skinnable tools/weapons to fit their icons All the entities had their offsets removed as they attach directly to the prop bones, so icons were all fucked
Today
Swap out the materials on the industrial torch when enabled/disabled
Icon render pose prefab
Ponytail/Bun hair update
Today
industrial torch sounds
Yesterday
Torch entity stuff
Yesterday
More work on show/hiding ammo/mags for viewmodel reloads
Yesterday
merge from premium_rebrand
Yesterday
Changed the wording, updated tag icon
Yesterday
industrial_conveyor_network_optimize -> main
Yesterday
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Yesterday
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Yesterday
Unbusy has to call the full update because we are .5s later
Yesterday
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Yesterday
- Prevent Unbusy from also calling a network update - Prevent Invokes from allocating in client tweens and when unbusy is invoked
Yesterday
Restore "Get Premium" button on the connect modal when looking at a premium server when not having premium
Yesterday
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)
Yesterday
PlayerCopyTool copies base color brightness
Yesterday
network_analyser_rebuild -> main
Yesterday
more skinset balance
Yesterday
uncouple skinNumber and meshNumber, so skin brightness doesn't correlate with the subset
Yesterday
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Yesterday
Merge from props_usage
Yesterday
Try changing LZMA compression length calc again so its good on 64bit
Yesterday
Mat tweaks.
Yesterday
Light fix
Yesterday
Various torch related.
Yesterday
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
Yesterday
Industrial Torch - Updated textures, rendered icon, updated icon renderer script in entity prefab
Yesterday
Fixed IconRender scene using the old UI input system module
Yesterday
merge from keyboard_layouts_fix
Yesterday
Fix bind_default stomping player rebinds when the default command was left unbound
Yesterday
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
Yesterday
merge from premium_rebrand