146,724 Commits over 4,444 Days - 1.38cph!

17 Minutes Ago
Updated rotation of the apartment door mats so it's 000 in unity.
22 Minutes Ago
simplifying props prefabs, reducing amount of transforms
28 Minutes Ago
simplifying props prefabs, reducing amount of transforms
44 Minutes Ago
Add default stencil state to skin shader
44 Minutes Ago
Remove stencil override from GBuffer to allow custom stencil states Don't clear depth in GBuffer pass, already cleared in setup pass
1 Hour Ago
merge from button_colour_lod_fix
1 Hour Ago
merge from conditional_hair_lod2s
1 Hour Ago
merge from preview_player_white_eyes_fix
1 Hour Ago
merge from relax_stringview
1 Hour Ago
merge from amd_rendering_options_fix
1 Hour Ago
merge from industrial_dlc
1 Hour Ago
merge from saveloadout_popup_fix
1 Hour Ago
merge from Deploy_Update
2 Hours Ago
merge from swimming_footsteps_sfx_fix
2 Hours Ago
merge from industrial_torch_viewmodel_lighting
2 Hours Ago
merge from sleeper_wave_sfx_fix
2 Hours Ago
Rename geolocation status convar to geo_status to stop it from hiding global.status
3 Hours Ago
RRP stencil testing with terrain during GBuffer pass (replacing alpha testing) Add TerrainHoleStencil shader for holes rendering to stencil buffer instead of r8 Use sort values in terrain prepass and hole renderer features to fix ordering Add stencil option to terrain material for testing Replace stencil in Standard-Terrain to test against hole bit 4
3 Hours Ago
Fixed some RPC limits on change name and add sell order Fixed wrong starting fee being applied
Today
Remove the water level clamping while swimming, was causing footsteps to be audible when a player was fully submerged Dithering between swimming and walking needs a better fix, out of scope for this month
Today
Fixed 3p_gesture_sleeping animation playing a wave sfx for some reason
Today
merge from weaponinfopanel_nrefix
Today
Fix white preview player eyes in bandit camp/areas with atmosphere volumes (shader data lingering from main camera)
Today
Minor cleanups * Delete hud_drawhistory_time convar (unused) * Disable loading of certain weapon textures that are unused, such as ammo icons Minor 64bit compile warning fixes Remove test_freezeframe concommand Consistent usage of "64-bit" formatting in window titles Fixed a crash with TextEntry when going to the next word to the left Add some more map loading & other self checks Fix Airboat wake effect drawing in depth pass Remove FCVAR_ARCHIVE from sv_loadingurl * Don't want this to be saved on game clients. Fixed a bunch of unreferenced function warnings Fixed some minor compile warnings Completely remove the disabled Valve's ancient phonehome stuff
Today
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Replace various usages of FindObjectsOfType with faster FindObjectsByType without sorting Most usages are editor only or convar utils, but get some small gains like speeding up FindMapEntities on server init on a 4.5k map from 189ms to 63ms
Today
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Today
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Today
merge from june_hotfix1
Today
merge from weaponinfopanel_nrefix
Today
ProjectileWeaponInformationPanel::EligableForDisplay NRE fix
Today
merge from june_hotfix1
Today
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Today
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Today
Disable only the nvidia reflex options if unsupported instead of the whole rendering settings container
Today
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fixed missing buoyancy reference in playercorpsenew
Today
Improved first person viewmodel lighting on the industrial torch.
Today
Fixing jacket skinning
Today
Can open the popup back by clicking on the seen notification entry
Today
bring skinviewer viewmodel rendering changes to RRP
Today
Fill motion vector command buffer
Today
Fixed sculpture save/load to file, added ability to send save to data to all sculptures in radius
Today
Warning notifications show as popups when arriving in the main menu When the popup is closed, it goes in the notification window, marked as seen
Ability to dynamically add in single compatability layer remappings - this should allow the quick add to manifest buttons to auto add any remap changes as well
Today
Setup motion vector pass (doesn't draw anything yet)
Today
using a proto message for serializing sculpt data rather than raw byte array storage - should be more flexible for altering the format, let's us bake data about the space the array refers to - still LZ4 compressing the proto bytes because we get 10:1 for data like this
Today
Updated all the RRP volumes with the correct color grading values
Manifest Codegen
Setup powergrid IO access points on all the procedurally spawned powerline poles which have electrical boxes Remove terrain erosion component from test map