200,813 Commits over 4,171 Days - 2.01cph!

31 Minutes Ago
merge from main
2 Hours Ago
merge from /new_menu2/ian_hotfixes
2 Hours Ago
merge from buildingskin_tags
2 Hours Ago
merge from ejector_seat_collider_fix
2 Hours Ago
merge from pilot_hazmat_dlc
Today
Jungle haze intensity tweaks. Lowered a tad. Fixed twilight transition being too abrupt & related color gradient stuff.
Fix source generator not running on components Code cleanup
First attempt at a decent solution to entity components (in SyncVars) - hoisting: Grab a reference to all entity components Find SyncComponent attributes Extract all SyncVars from the 'component' Hoist them inside the parent with getters/setters that reference the components SyncVars Run through existing logic
Today
Added first pass of farm barge container shell no.1
Today
Pilot Ejector Seat - Improved gibs
Today
Spotlight icon
Today
l96 - removed anim events from aimed idle to fix sound issues
Today
Fix formatting in RebindSkinnedMeshRenderer
Today
work around unity_BaseCommandID not being set
Today
work around unity_BaseCommandID not being set
Today
m39 - removed anim events from aimed idle to fix sound issues, updated anim clip namings
Today
Fix heavy scientist sometimes still turning too fast to face player or noise
Today
Reduce heavy's magazine size and increase his reload time to create clearer opportunities for players
Today
merge domain reload codegen improvements back to main -- editor only code gen
Today
Improve static field codegen for collections, fixes editor errors when skipping domain reload is off.
Today
Blend player aim dir and player position when adjusting spotlight orientation Fixed spotlight placed on the ground or ceiling not having 360 yaw range Also aligned the model so its not biased towards a direction
Today
Fixed not being able to reselect most recently selected items/wearable after using the clear buttons
Today
Added a clear selected item button (shortcutted with `I`) to unequip the player item, worldmodel and viewmodel
Today
Make heavy scientist turn slower when surprised, to give a longer window of time to shoot his backpack and make it explode. Without this flanking is quite unrewarding.
Today
Build Error Fixes
Today
Internal improvements Fixed handle leak for gmod.exe (x86-64 exclusive .exe, that selects 64bit or 32bit appropriately) Added version info to gmod.exe (the launcher thing) Added version info to DLLs Do not use `_xp` build tools at all Added sv_pause_sp - allows singleplayer to be not paused Clean-up doubleclicking in menu (Community Contrib) Added option to "hide outdated servers" (Community Contrib) Enable "Spawn with Weapon" for Eli, Mossman, Breen, Magnusson, Kleiner Make zombies/metrocop propagate their lagcomp state to spawned NPCs Dynamically calculate max autocomplete items based on available space 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. Remove unintended changes to weapon_flechette Fixed a crash when using gm_load on dedicated server Also make loading saves on srcds not latch to a random player on the server Fixed some version numbers not being updated in DLLs/EXEs Why are there 4 version numbers in 2 different formats...
Today
Also sign main launcher exe Update version.rc to fill more standard meta data Delete unused DLL files DataModel.dll, DMSerializers.DLL, VTex.DLL Temporary changes to sv_ents_write.cpp Map compiler meta data Make prop water level changes actually work, and apply on clientside too
Today
Slightly less blue cast in the jungle. Compressed jungle haze down a bit closer to the ground overall.
Today
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Today
Ghost ship crane
Today
Added xsens avatar and presets
Today
Fixed storm volumetric cloud vs billboard cloud terrain brightness levels again. Slightly improved cloud shape definition.
Today
Merge: from main Tests: none
Today
Merge: from occlusion_rework - UsePlayerTasks runs occlusion checks using batched burst jobs - UsePlayerTasks - any visibility changes are processed using tasks distributed amongst worker threads - UsePlayerUpdateJobs - more use of CachedState Tests: a bunch of local 2 player sessions on Craggy
Today
Update: move serial server occlusion update code to the relevant partial class file - Use ReadOnly interface for lists to avoid read-write access violations Tests: compiles in editor
Today
update DLC skin names to store names, conflicting with store
Initial clientside boring stuff
Today
pilot pack steam icon
Today
merge from main
Today
Optim: avoid player's world transform querying and use cached pos instead Hoping it'll help reduce the 50% self time of ServerUpdateParallel on 200pop server Tests: none, trivial change
Today
black box meshlod culls at 60 instead of 100 to mirror parent wood box
Today
merge back domain reload exception fix.
Today
created black-box-deploy sound effect and assigned to black box deploy effect. Also fixed engine.jason saying "flight recorder box" when it should say "black box" (again)
Today
Fix domain reload exception while a debugger is attached.
Today
Optim: OcclusionCache store sorted pairs - Don't store SubGrids in the cache, just their indices - saves a bit of mem Allows to double the effective capacity of the cache Tests: 2 player session in editor with occlusion behind the hill
Today
Orientable spotlight setup Polished the client movements, used a damped spring
Today
Maybe fixed the build errors Update version.rc as well I forgot to press CTRL+S
Today
merge from particlesystem_warnings_fix
Today
scene2prefab millitary_tunnel_1
Today
adjusted volumes near chimney entrance