137,186 Commits over 4,474 Days - 1.28cph!

Today
Fixed bathtub missing from manifest (would have been resolved in builds anyway, fixes an error in editor though)
Today
Fixed concierge conversation not filling the room number and rent values Also fixed medium and large upkeep using the wrong phrases
Today
Possible fix for missing apartment_small_col fbx in builds The fbx import settings imported a material, which meant the asset was loaded into content.private as it grabs all materials
Today
Reset MaxArmor on player spawn (unless during level transition) Do not render $no_draw materials on models in depth pass Fixed a crash with game.MountGMA Fixed armor being stripped with hl2_episodic on level change Make player model Alyx use separate head material * Fixes Alyx NPC losing phong detail in the head material Minor changes to viewpostproces from TF2 SDK * Removes duplicate creation of mat_colorcorrection Delete serverside mat_hdr_tonemapscale & some related entity IO * Removes SetTonemapScale and BlendTonemapScale hammer inputs from env_tonemap_controller. These 2 inputs never actually functioned, especially in multiplayer, since they set mat_hdr_tonemapscale which is never read anywhere, and is reset every frame. Adjust texture panel header to scale with screen width Added Entity:PlayFootstepSound * Also fixed NPC footsteps not using leg positions for trace start location, so now the footsteps should be more accurate to the surface under each foot * Also fixed NPC footsteps not respecting intended footstep sound volume
Today
Fix an edge case with legacy skins (workshop id 0) incorrectly appearing as selected
Today
Merge from clan_bugfixes
Today
Disable line limit on the clan announcement input and let the backend limit it instead Make it so it strips the linebreaks instead of entire lines of text
Today
Use the gesture viewmodel when using gestures so we can see 1st person hands, ensure any held item viewmodel is redeployed when the gesture ends and when ending gesture loops
Today
darts polish - darts stick into board at steeper angle and with slight random offsets - darts have a more dramatic up-down flight path - reticle doesnt cast shadows - unthrown darts appear in offhand in 3p - tweaked mountable positions
Today
Fix some slowess with editing large text inputs, hopefully doesn't break some emoji stuff though
Today
Fix failing container corpse test for bed testlist
Today
merge from main
Today
merge from clan_bugfixes
Today
Fixed camera positioning, fixed screen shake / effects, enable post processing
more texture tweaks
Merge from pmm_supermarket_food_freezer
Merge from PlayerMaintainedMonuments
Added small ramps to basement colliders to help with movement
Yesterday
More reverb zone distance tweaks
Yesterday
Merge from main
Yesterday
Fix viewmodel animations resetting on other high fire rate guns at low fps
Yesterday
minor wooden helmet mesh tweak
Yesterday
small wooden pants mesh tweak
Yesterday
Reverb zones misaligned center fixes
Yesterday
Fix clan leaderboard never refreshing Probably fix clan announcement truncating to 2048 despite everything else allowing more Don't auto select all when clicking on rank name to edit Missing clan map material change
Yesterday
Adding forward and back pose for pool viewmodel anims
Yesterday
merge from WoodArmour_skinnable/V2
Yesterday
texture size pass
Yesterday
wooden pants mesh update texture import settings world model rename
Yesterday
merge from apartment_complex_monument (shops in computer UI and invisible furniture fix)
Yesterday
Fixed static furnitures being invisible when reconnecting inside your flat
Yesterday
Warmup item/wearables icons on startup to avoid FPS dips
Yesterday
Update: add ability to step through higher levels of mip chain to reconfirm visibility - controlled via culling.extralodsteps, default to 0 (same as before) Out HiZ downsampling filter erodes depth at edges of objects, so if objects picks a low mip, there's a good chance it won't see any occluding depth Tests: ran around apartments monument in editor with 0, 2 and 7. at 2 saved only 0.25% percent of drawcalls, but 7 can save up to 10% (will profile standalone later)
Yesterday
merge from main
Yesterday
Check socket base instead
Yesterday
Only send snapping mode information provided we have a snappable object
Yesterday
Wood Jacket/Pants/Helmet texture updates Wood Jacket model update/world model
Yesterday
Revert snapping back to 146206 Send snapping mode from the client with the building info
Yesterday
New player select menu next to the Randomise Player Seed button to view the current player seed and to manually enter seeds. Accepts SteamIDs to view specific player models
Yesterday
3p pool cue sticks to hand bone
Yesterday
Fixed audio distance for industrial single/double door
Yesterday
Fix foliage impostors again
Yesterday
Update: draw picked hiz lod for occludees in occlusion debug Tests: used debug visualization in editor
Yesterday
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Yesterday
merge from main
Yesterday
Added audio triggers for equip/unequip weapon charms
Yesterday
Adding on the spot turn step animations
Yesterday
- More consistent sync behaviour - Fix for toasts not showing on ball potting - Fix issues with pooling pooltables screwing up state (pardon the pun)
Yesterday
merge from apartment_complex_monument/terminal_shops