200,530 Commits over 4,140 Days - 2.02cph!

5 Minutes Ago
Update: refactor occlusion loop to be friendly for batching Need to simplify BasePlayer.OcclusionLineOfSight before I can start working on batched job Tests: none, no functional changes for now
15 Minutes Ago
Pilot Final Textures and Materials
16 Minutes Ago
Add options to view toggleable weapon mod stats adjustments
20 Minutes Ago
Code cleanup and reordering
27 Minutes Ago
Enabled r/w to 8 models. Hopefully this will remove a good amount of the warnings in the client when joining a server.
33 Minutes Ago
Fixed wearables being removed when selecting a new item
58 Minutes Ago
merge from fix_icon_generator_hide_during_render -> main
1 Hour Ago
Fixed DeferredDecalRenderer not unsubscribing to `EditorApplication.update` hook when destroyed - caused performance issues in the icon renderer scene when the camera is recreated each frame to render the icon
1 Hour Ago
Code setup for new collapsable Items and Wearables selection. Each one is a toggle button that opens a scrollview and populates with items or wearables - replaces the old 2 separate scroll views, creating more screen space. Made the UI bigger. Removed old scrollviews and setup code
1 Hour Ago
More FoliageGrid null checks to try and fix errors on disconnect
2 Hours Ago
Added sv_pause_sp - allows singleplayer to be not paused Clean-up doubleclicking in menu (Community Contrib) Added option to "hide outdated servers" (Community Contrib) Enable "Spawn with Weapon" for Eli, Mossman, Breen, Magnusson, Kleiner Make zombies/metrocop propagate their lagcomp state to spawned NPCs More merges from x86-64 More merges Minor cleanups Dynamically calculate max autocomplete items based on available space
3 Hours Ago
Cleanups from main
3 Hours Ago
fix dynamic accuracy weapon stat
3 Hours Ago
Adjust needle swing settings, now settles faster from big swings
3 Hours Ago
Merge from compass
3 Hours Ago
Merge from main
3 Hours Ago
Added DM picker to the menu chat + a ton of fixes
3 Hours Ago
Fix lighting settings for camper icon while testing
3 Hours Ago
Create custom inspector to remove "Hide During Render" field from icon renderer inspector - removed since the settings won't be copied to the source prefab
4 Hours Ago
Remove last uses of node shortnames
4 Hours Ago
Setup new UI layout for tabbed collapsable item and wearable search. Code setup next
4 Hours Ago
Added pilothazmat worldmodel models and created the prefab
4 Hours Ago
merge from main
5 Hours Ago
Add pan + zoom support to server map
5 Hours Ago
UPdate: move serverocclusion caching logic a level higher Goal is to get rid of OcclusionPlayerFound/Lost in the query, so this is first baby step Tests: none, trivial change
5 Hours Ago
merge from fogmethod1 (sky branch)
5 Hours Ago
merge from main
5 Hours Ago
adjustments, mainly to rainmild clouds
5 Hours Ago
Fixed SkinGlowTester NRE when generating skin icons
5 Hours Ago
NRE fix when initializing friends list
6 Hours Ago
Can press enter or click the DM notif to open the chat
6 Hours Ago
Fixed NRE when opening the friend list from the ingame chat
6 Hours Ago
change resolution, update skinnables with zoom factor, add camera teleport to screenshot anchor with keybind
Today
merge from main -> io_snapping
Today
Iniital IO snapping progress
Today
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Bit more safety on store hero
Today
Menu chat DM target improvements, cleaned up code and added menu chat subclass
Fix Hero Store NRE
new_menu -> main
Today
MegaMesh approach (1+2) WIP
Today
Added debug functions to get a list of the largest meshes in VRAM and a counter to keep track of transparent calls in indirect instancing.
Pilot hazmat icon (not final)
Today
Update: Don't step players that have been kicked by antihack Tests: none, trivial change
Today
Replace our custom Parallel.For and Parallel.ForEach with the standard .NET one Also replace BeginInvoke usages with Task.Run so we don't run into that compatibility problem when Unity upgrades .NET in 5 years Mark ParallelEx.Coroutine as obsolete because it has more overhead vs. using Task.Run inline
merge from PilotHazmat_LODs
Today
Updating Pilot Hazmat LODs
Today
Bugfix: avoid scripting API when sending EventRecords from RunAnalyticsJob task - EventRecord.New now can be created on worker threads Tests: hacked code to enable analytics in editor, then ran around on craggy
Today
Hammer: Port color preview for models from CS:GO Added color keyvalue to prop_door_rotating Allow PCF as valid transfer extension Make sv_lagcompensationforcerestore do something SRCDS workshop cache also caches titles Also display a warning that cache will be used. Added some AnimOverlay functions Entity.FindGestureLayer( activity ) = LayeriD Entity.FindGestureSequenceLayer(seqID)=LayeriD Entity.RemoveLayer( layerID ) Entity.SetLayerAutokill( layerID, bool ) Fix soundscapes not working with duplicate sounds (ported from CS:GO) Also made sv_soundscape_printdebuginfo a cheat, instead of devonly, like in CSGO NPC weapon selection icons Use ContentCategoryIcons list to give NPC weapons icons in spawnmenu NPC tab and on NPC spawn icon right click. Also group NPC icon right click by category like it is in other places. Added GM:OnNPCDropItem hook It will NOT be called for dropped weapons, for that you have GM:PlayerDroppedWeapon (yes it was always called for NPCs too) HL1 NPCs will call this hook when they create "fake weapons" on death, since they do not use weapon entities Fix FireBullets causing "CLuaObject:GetType with invalid lua state" warnings Restore rope texture scaling to HL2 values For tool-created ropes, we apply custom scaling value so it looks like it did before any changes. Fixed NPCs being able to shoot some guns forever, without reloading This affects ALL weapons with DefaultClip above the Clip size, such as AR2. Prevent potential Lua errors with weapon_base Fixed IMaterial spamming console about "$basetexture" not being a texture This happened when opening Overlay post processing effect list in Spawnmenu. Affected functions: IMaterial.GetTexture IMaterial.GetColor IMaterial.Width IMaterial.Height Make "No account token specified" a warning Reset render lib lastmaterial on map shutdown Fallback "VertexBeckman" shader to "VertexLitGeneric" Minor optimization in Ignite property RPG/Crossbow animation improvements for citizens Fix NPC being unable to fire RPG due to recent changes Combine RPG support Improve metropolice weapon support for Shotguns, AR2, RPGs Fixed some NPC drops not calling OnNPCDropItem Add CSS thruster models without mounting CSS` (Community Contribution) Fixed server crash when mounting ladders at edict limit Minor cleanup Improve free edict detection