200,680 Commits over 4,171 Days - 2.00cph!

new_menu2 -> main
Add new toast types when you are kicked or banned
Fix issues with notification icon popping up whne it shouldn't be Remove rendundant code Added dedicated name support to store heros
Today
Security speakers and spotlights
Today
- render foreground atmosphere fog occlusion of clouds in reflection probe - fix mistake in atmosphere fog integration math causing it to appear darker than it should (fixes the ocean reflection discrepency, will need some retuning to compensate)
Today
Make 64bit srcds build as srcds_win64 Add SteamID64 to "Dropped %s player from server" console message Remove "PREP OK" from console map loading log Also change "PREP FAILED" to "AddMapPackFile failed", and make it a warning. Adjust recent changes to IMaterial functions for multicore Block editdemo concommand just in case Added NPC:IsCrouching Combine/Citizens can do this.
Today
Setup Animations button in the bottom left to open a collapsable scroll view. Works harmoniously with the Items and Wearables select collapsable scroll view - animations button forces collapse of select scroll view, items/wearables button forces collapse of animations scroll view.
Today
Update: work-in-progress task splitting for server's occlusion checks Rewrote the high level code to be able to run PlayerFound/Lost in batches on worker threads - need to confirm if it's legal Tests: none
Today
merge from add_pumpkin_lowgradefuel -> main
Today
Pilot Ejector Seat - Updated 4K textures for Media Team (I'm so sorry)
Today
Pilot Ejector Seat - Updated LODs, updated textures, updated icon
Today
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Today
merge from fix_hardcore_spawning_mlrs -> main
Today
Sort categories and entities alphabetically in ai demos viewer
Today
Fix heavy not repositionning when the minigun muzzle is blocked but his eyes are not
Today
merge from new_menu2
Today
Ensure the selected item viewmodel always has the same player skin as the spawned PlayerModel
Today
Fixed gesture wheel store packs not showing up Fixed item store tile names not using the translated version when not overriden by a takeover
Today
Commenting
hooked up retro pattern material
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new_menu2 -> main
Today
Fixed the missing texts on store heroes (regression from the store)
Today
Fixed editor PlaySoundFirstPerson NRE when there isn't a local player. Added a Sound Manager to this scene so sounds work
Add a message to the companion page to ensure you've signed into the app if its not installed (hopefully that encourages people to relog if having issues)
Today
Added retro material to the helmet
Today
Update: reimplement how occlusion treats overrides - this is a reimplementation of 118512 Allows to further simplify OcclusionLineOfSight code - enables removal of OcclusionPlayerFound/Lost Tests: on craggy with 2 players, ran behind the hill, disappeared, turned on occlusion override - player appeared
Today
Updated pilot hazmat holster offsets
Today
merge from new_menu2
Today
LODs and collision for food market display
Today
Updated featuring header style Black box and pistol in general store categories
Today
Updated pilot pack cover assets
Today
merge from pilotpack_storepage
Today
Fixed featured items ordering
Today
merge overflowing weapon stats fix
Today
Fix for overflowing weapon stat values
Today
setup t1 smg anims, entity and override controller
Today
Pilot pack store showcase Fixed some bugs preventing the extra items command to work properly
new_menu2 -> main
Pause and play the store hero video when you close and open the menu More logs for notifications
Missed files
Today
Texture fix for Pilothazmat Backpack
Today
PilotHazmat backpack textures updated
Today
Implement indirect instancing without requiring monster meshes
Today
Set correct stencil states in all sub shaders that are used by indirect instancing in order to emulate what Unity normally does during the GBuffer pass
Today
updated cinematic backpack textures
Today
Implement indirect instancing without requiring monster meshes: - Use a command buffer to submit indirect draw calls referring to individual meshes - Monster meshes are disabled by default - Mesh Read/Write is no longer required - Should reclaim ~3 GB of VRAM and RAM - Calculate UV distribution metrics based on individual meshes rather than monster meshes
Today
Instancing shaders now always access the IndirectDrawIndexedArgs buffer in order to retrieve the startInstance parameter which is no longer passed to Unity.
Today
Fix MLRS spawning in hardcore mode - code was only looking for MLRS inside safezones - fix some entities being skipped over when deleting due to looping over entities while they are being removed / deleted