130,977 Commits over 4,232 Days - 1.29cph!

7 Minutes Ago
Update vphysics to TF2-double version (Windows only) Adds PhysObj:GetBuoyancyRatio (returns 0 on Linux/OSX), Fixes PhysGun/GravityGun resetting buoyancy (Windows only)
15 Minutes Ago
Merging fpbuild related changes to main branch
Today
Make net_error thread_local Fixed crashes to do with vehicle driver NPCs Foxed a potential issue with CNPC_Osprey Remove non existent entities from the FGD * Weapon_Brickbat, env_rotorwash, references to weapon_beerbottle, test_sidelist, npc_crabsynth, env_terrainmorph Change VPROF name for GetPathTime Make metrocops draw other types of pistols as well Fixed Combine Soldiers not walking/running with pistols/RPG Improve Metrocop behavior with the RPG * No longer tries to chase the player, go back to safe distance loop, etc. Combine Soldiers can walk/run with no weapon or melee weapons Breen acts like a combine when using weapons, instead of doing nothing Improve Hammer particle browser * No more random numbers in Used count, no more 13FPS, better layout, no more black background Revert "Do not rebuild node graph for workshop maps" Merge branch 'main' into prerelease Fix NPCs being unable to shoot the Alyx Gun Fixed some unfortunate regressions with vehicles Ship light_cagelight01_off.mdl with fixed physics Ship fixed physics for windmill_blade004b.mdl Ship dock_broken01a.mdl with fixed physics * No more bits sticking out Fixed StudioMDL crashing when creating folders for the model Fixed utilityconnecter006b/d.mdl physics Fixed certain NPCS constantly lowering their weapons after each burst Mossman/Kleiner/Breen/Eli Merge branch 'main' into prerelease
1 Hour Ago
Add a network graph
1 Hour Ago
Setting up EngineUI2_DeveloperTools prefab
1 Hour Ago
Implemented a simplified version of the ball pit physics in a test scene
1 Hour Ago
Auto auth player on placing steering wheel
1 Hour Ago
console tools
1 Hour Ago
2 Hours Ago
Burlap shirt repose/lods
2 Hours Ago
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2 Hours Ago
plastic please
2 Hours Ago
Renamed the prefabs
3 Hours Ago
easel lods
3 Hours Ago
Fix for texture issue on 3p m15
3 Hours Ago
Add Invoke<T>, Invoke<T1,T2>, InvokeRepeatingWithHandle to use InvokeHandler without allocating garbage
3 Hours Ago
WIP code, parameters, setup
4 Hours Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
4 Hours Ago
Console Info Panel
4 Hours Ago
Merge from parent
4 Hours Ago
merge from automatedtesting
4 Hours Ago
Merge from parent
4 Hours Ago
Merge from parent
5 Hours Ago
new console items ui
5 Hours Ago
merge from SeparatePhysicsScenes
5 Hours Ago
That's all folks
5 Hours Ago
Almost done...
5 Hours Ago
Even more...
5 Hours Ago
More...
5 Hours Ago
More...
5 Hours Ago
Some more...
Today
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Today
merge from directional_foliage_displacement
Today
merge from puzzle_reset_hotfix
Today
merge from sort_fixes
Today
merge from fix_terrain_nametags
Today
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Today
Fix displacement clamping
Today
matrix optimized texture rez pass
Today
Uploading in multiple parts because plastic can't handle... multiple files
Today
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
Today
Move non r/w meshes into the private content bundle for server builds, removing them from the build Saves 360mb of memory on a freshly booted server
Today
Merge from main
Today
Merge from main_merge_10_nov
Today
Protobuf, code gen, phrases
Today
Merge from main Fallback text merge on BaseEntity.Server and BasePlayer-Occlusion Stomp changes in generated files
Today
Compute heightmap into small height max map texture Separate terrain compute bounds into render bounds and camera bounds for shadow cull testing Consider shadow casting in terrain culling step using a raycast with max region height
Today
Merge from naval update