141,468 Commits over 4,383 Days - 1.34cph!

3 Minutes Ago
Merge: from networkgrid_iterationspeed_changes - Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings) Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
4 Minutes Ago
Fix croc diving and charging
6 Minutes Ago
Update(tests): add ExportExtraEnd2Frames Test passes but looks incorrect Tests: ran unit tests
19 Minutes Ago
Add support for CraftedWithDefensiveUpgradeOnly. Setup beenie hat item as a test.
28 Minutes Ago
Bugfix: potentially support exporting profile of Recorder started inside a method and finished outside Need to write more tests to validate it works across frames - not confident about it. Tests: ran ExportExtraEnd - passes. ran all others - still valid
30 Minutes Ago
enable screen edge fade on eyeAO materials
38 Minutes Ago
computer station IO setup - no IO for static computer stations
44 Minutes Ago
add toggle for refraction screen edge fade behavior
53 Minutes Ago
Fix croc swim speed
57 Minutes Ago
Remove unecessary double reset of croc swim depth, remove log spam in sense component
59 Minutes Ago
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59 Minutes Ago
Fix animals slowing down to a crawl when fleeing
1 Hour Ago
Update(tests): emit valid timestamps when running profile exporter tests Tests: confirmed seconds-scale ranges in perfetto
1 Hour Ago
Mannequin poses
1 Hour Ago
Fix a few shader compilation errors with rare variants
1 Hour Ago
Make mortar 3 functional: - swap out the script to allow for overriding behaviour. (empty for now) - hook up mortar shells as ammo - fix missing references for animator, ammo, fuse
1 Hour Ago
Bugfix: handle cases where main thread doesn't have any profiling marks Veeeeeeery unlikely event to happen, but should be supported Tests: ran ExportEmptyMainThread test - it now passes
1 Hour Ago
Fix animals looking behind unnaturally, bring back the fix from previous implementation
1 Hour Ago
added a bunch more boat layouts for testing
1 Hour Ago
Reduce guaranteed slots from defensive to 1
1 Hour Ago
New(tests): ProfileExporter unit tests Synthesizes basic profile streams and sees if it sucesfully exports them, without checking contents. Tests: ran tests, 2 fail. inspected some outputs of passing ones
1 Hour Ago
merge from render_pipeline_testing (reflection fix)
1 Hour Ago
fix vclouds not showing up in water reflections in BiRP
2 Hours Ago
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
2 Hours Ago
2 Hours Ago
Industrial Autoturret - Updated textures
2 Hours Ago
Fixing skinning for lumberjack hazmat
2 Hours Ago
New gesture animation polish pass
5 Days Ago
Simplify how we get Steam APIs * The new SteamAPI versions do not have the "api context" stuff anyway. * Deletes IGet::SteamRemoteStorage, SteamApps, SteamScreenshots, SteamUser, SteamFriends, SteamGameServer, ResetSteamAPIs Fixed another NPE crash with HLTV Fix some prediction errors with HL1 weapons * These weapons take too much effort Minor weapon prediction fixes * SLAM fixes * Minor Gravity Gun prediction fix (for holding right click) Re-multiply SWEP slot positions by 100 again * This is part of a hack that was removed, but mods are expecting this behavior now, so we restore the *100 part Update default spawnlists * Added Tool Gun world model to Garry's Mod spawnlist * Updated CS:S spawnlists - merged characters and weapons to "Counter-Strike" spawnlist New CS:S spawnlist to include ALL props from CS:S * Old "Map Props" spawnlist removed, add 2 new ones that contain all the models, one with the more useful ones, one with the less useful ones Merge PR to update default spawnlists Sort Browse => Games/Addons in spawnmenu using lowercase text * Fixes some models, such as W_AlyxGun appearing out of order Update 2 more spawnicons Fix combine dropship not flying away after deploying troops ILuaThreadedCall virtual destructor Updated spawnicons * Added spawnicons for most CS:S props, rerendered weapon icons to be brighter Apply a hack to hide toolsocclusion on MC:V maps Make some warnings use RED text * Bad lightmap extents on material, srcds_run warnings/errors Fix fallback skybox texture using non existent textures Fixed some potential crashes
2 Hours Ago
merge from waterwheel_deployable
2 Hours Ago
fix label of new io info on item
3 Hours Ago
Workbench level 2+3 loot panel assignment
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
fixed missing texture on tier 2 workbench
3 Hours Ago
Add a workbench vitals prefab with the new setup, replace existing ones with it.
3 Hours Ago
drag consistency fix - track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values - all tests now passing
4 Hours Ago
Mannequin fbx update
4 Hours Ago
Merge from vital_icons
4 Hours Ago
merge from main
4 Hours Ago
Ton of general workbench client/server compile fixes
4 Hours Ago
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4 Hours Ago
Merge from chainsaw_hotspot_gathering
4 Hours Ago
Merge from main
4 Hours Ago
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4 Hours Ago
Fix server log when throwing items at trees and ore nodes
4 Hours Ago
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4 Hours Ago
Add a convar to gate the icon display behaviour.
4 Hours Ago
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4 Hours Ago
Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.