137,350 Commits over 4,474 Days - 1.28cph!

1 Hour Ago
merge from doorcontroller_restart_fix
1 Hour Ago
Fixed door controller triggering on server restart
1 Hour Ago
Mark physics debug concommands as cheats consistently Fixed level transitions inside a vehicle resetting player's move type * This was causing the player to drift off from vehicles on collisions. Minor cleanups and fixes Restored ability to store generated VPROF reports to a file Added requested vprof scopes (physics & networking) Switch texture memory debug vars to uint64 Make our Shotgun use sk_plr_num_shotgun_pellets * HL2DM shotgun was not using it, but HL2 one does. This is only for primary fire. Fixed an NPE crash with DebugDrawPhysCollide Lets try have Sandbox strip all weapons on spawn * it already strips all ammo before giving default ammo, seems logical to also strip all weapons before giving out the default ones. Make Player's MaxArmor save across level transitions Reset MaxArmor on player spawn (unless during level transition) Do not render $no_draw materials on models in depth pass Fixed a crash with game.MountGMA Fixed armor being stripped with hl2_episodic on level change Make player model Alyx use separate head material * Fixes Alyx NPC losing phong detail in the head material Minor changes to viewpostproces from TF2 SDK * Removes duplicate creation of mat_colorcorrection Delete serverside mat_hdr_tonemapscale & some related entity IO * Removes SetTonemapScale and BlendTonemapScale hammer inputs from env_tonemap_controller. These 2 inputs never actually functioned, especially in multiplayer, since they set mat_hdr_tonemapscale which is never read anywhere, and is reset every frame. Adjust texture panel header to scale with screen width
1 Hour Ago
Fixed BlendTreeEventTrigger log spawm in editor while holding a crossbow
1 Hour Ago
merge from horseprotection_leak_fix
1 Hour Ago
merge from wallpaper_deploymismatch_fix
3 Hours Ago
Fixed the train tunnels test scene and made it playable. Added a movable spawnpoint. Some basic whitebox layout for the control room
3 Hours Ago
Fixed wallpaper construction switching mismatch
4 Hours Ago
Stacked desks stage 3 collision plus LOD/gib polish to fix any holes or UV errors from cutting meshes apart
4 Hours Ago
halloween costume mat setup
5 Hours Ago
Added rabbit test asset, textures, animations, model, prefab and materials ready for testing.
5 Hours Ago
halloween costume prefab conditionals
5 Hours Ago
LOD stages for stacked desks monument blocker
5 Hours Ago
viewmodel settings fixes
6 Hours Ago
Viewmodel for halloween costume
Today
Possible fix for apartments evicting players after a few minutes Reset lastRentPaymentTime and zero out any outstandingRent or timeRentOverdue when a new tenant rents out a room (was inheriting the last occupants values) Would have affected servers with 24h+ uptime more severely
Rin
Today
merge from ClanActionResult_leak
Rin
Today
merge from bannotification_date_fix
Rin
Today
merge from raidwindow_convar_fix
Rin
Today
merge from skinviewer_charms_fix
2 Days Ago
Setup RRP volumes/scripts for screen_blur and screen_blur_heavy for BlurManager Use _RRP keyword for UIBlurBackground and UIBlurBackgroundSpread shaders to toggle grab pass sampling (using a subshader seems to cause crashes) Add UI Blur profile to BlurManager with variable blurSize Add UIBackgroundBlur component to ingame menus Setup UIBackgroundBlur tweening to match old behaviour
3 Days Ago
optim: merge modules, running a bunch of anim jobs seems stupid expensive
3 Days Ago
Disable built in IK on all rigs/controllers so they both don't run at the same time, some things like twist bones still run - we need to switch away from humanoid avatars to fix that.
3 Days Ago
Add .DisableClans to editor iteration speed options, it keeps on locking up the local db whenever I recompile
3 Days Ago
Move everything into IK animation jobs, batch player movement -> commit it all at the end of the cycle. Stagger graph updates.
3 Days Ago
Cache estimated velocity in position lerp
3 Days Ago
optim SetFloatFixed, it was always setting values even if they were the same when interpolating tiny values.
3 Days Ago
Added wallpapers support to the skin viewer
3 Days Ago
Add Rubble on Barrels monument blocker stage meshes and colliders, gibs and prefabs still WIP/pending.
3 Days Ago
First pass on CliffSandbox dev scene to generate a procedural terrain heightmap and test cliff placements using the prefab's setup
3 Days Ago
merge from cui_fadeout_fix
3 Days Ago
Another potential fix to CUI fadeout Invoke not firing Reverted previous attempts
3 Days Ago
Bugfix: ensure rendering camera is facing same direction as apt cctv camera Tests: rented 602, looked into it - more stuff rendered
3 Days Ago
Implement ENTITY:OnTraceAttack for `ai` and `anim` type SENTs Minor cleanups Merged Pull Requests * Added dormancy check to gmod_light * Refactor cleanup tool UI to be more self contained * Update undo UI code to be more self contained and flicker less on refresh (not a PR) * TTT: Fix prepare state hooks running before map cleanup * Optimize path functions in string library * TTT: Use DistToSqr instead of Distance where possible * Micro optimizations for the menu * use ents.Iterator instead of ents.GetAll in a couple of places
3 Days Ago
Founders Door - texture update, lods, icon
3 Days Ago
Fix code files affected by the asset subtract
3 Days Ago
Subtract changes to scenes and prefab, as it caused an error in deep sea creation
3 Days Ago
Merge: from main
3 Days Ago
Clean: get rid of OcclusionCulling.DebugFilter We already had DebugMask that represented exactly the same Tests: compiles
3 Days Ago
Update: expose more of OcclusionCulling debug - got rid of original culling.debug clientvar (superseded by debugmask which accepts a bitmask value) - added debugscreenbounds (shows screenspace bounds + resolved LOD of hiz chain) - added printstats Most of this was available in the editor, should make it easier to sus out the specific conditions of bugs Tests: used all on craggy
3 Days Ago
Codegen
3 Days Ago
Fix raid window convars not persisting after restart
3 Days Ago
Try doing it in post load
3 Days Ago
Added materials for the Rubble on Barrels monument blockers
3 Days Ago
merge from cui_fadeout_fix
3 Days Ago
Possible fix for CUI fadeout not working
3 Days Ago
Update: add debugshowoccluderid to help with filtering to specific occluder Tests: used on Craggy to look at boxes
3 Days Ago
Attempt at also converting DungeonNavmesh, may need more work as it relies on massive bounds and passes the root objects to make the cost not balloon
3 Days Ago
Update: couple more debug features for OcclusionCulling debug DebugLookingAt will try to resolve LODComponent (but our entity hierarchies are wild, so it fails frequently), DebugRange limits which occluders are debugged Tests: used both to target props on Craggy
3 Days Ago
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building