130,975 Commits over 4,232 Days - 1.29cph!
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
Setting up EngineUI2_DeveloperTools prefab
Implemented a simplified version of the ball pit physics in a test scene
Auto auth player on placing steering wheel
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Fix for texture issue on 3p m15
Add Invoke<T>, Invoke<T1,T2>, InvokeRepeatingWithHandle to use InvokeHandler without allocating garbage
WIP code, parameters, setup
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
merge from automatedtesting
merge from SeparatePhysicsScenes
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merge from directional_foliage_displacement
merge from puzzle_reset_hotfix
merge from fix_terrain_nametags
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Fix displacement clamping
matrix optimized texture rez pass
Uploading in multiple parts because plastic can't handle... multiple files
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
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
Merge from main_merge_10_nov
Protobuf, code gen, phrases
Merge from main
Fallback text merge on BaseEntity.Server and BasePlayer-Occlusion
Stomp changes in generated files
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
First draft of a network profiler. Featuring:
- Simple packet stats
- Advanced stats (entity name, packet size, timestamp etc)
- Filtering via timestamp, name, type, direction, realms
- Per entity bandwidth usage, showing how much % of the bandwidth is taken up by what packets
Fixed storage adaptors losing half of their passthrough power when using the industrial output slot