147,781 Commits over 4,444 Days - 1.39cph!

Yesterday
vending_stats_crash_fix -> main
Yesterday
vending_stats_page_fix -> main
Yesterday
merge from main -> fix_server_browser_compression/http_client
Yesterday
- Remove some test code in for disk - Add using statements
Yesterday
Fix foliage rendering with camera motion blur
Yesterday
apartment complex HLOD and S2P some material saves
Yesterday
Metas doing my head in
Yesterday
placed new decals in core and wing of apartment building
Yesterday
monument blockers -- vent: added second material, added & set up collapse entity, re-exported and renamed all the model parts
Yesterday
Hammer DPI scaling improvements KeyValuesToTablePreserveOrder further tweak * Do not turn 0 to 1 key if there's only 1 key Fixed Hammer Entity KeyValue names drawing over the second column Implement partial prediction latch resets from TF2 SDK/CS:GO * Makes prediction errors with weapons not reset every predictable variable, causing player position jolt. This is what HL2DM does now. Make player health non predictable * This makes sense, right? No other health/armor related variable is predicted, and you can't really predict health changes since they come from serverside only events. Fixed status bar scaling in Hammer Minor cleanups Fix ammo/net library not resetting serverside on disconnect Added cyclic reference test to net.WriteTable and util.TableToKeyValues Implemented chained command auto complete (Community Contribution) Minor compile warning fixes Fix OSX compile Minor cleanup Fixed 64bit studiomdl crashing due to recent changes
Yesterday
Fix the vending stats page from crashing in certain cases. Stats code was double freeing pooled data
Yesterday
Fixed discord signout button showing under the social menu
Yesterday
- Updated subsystem with bespoke animator - Removed holdtype controllers - Updated entity
Yesterday
main -> game_room_dlc
Yesterday
set of projected decals graffiti for the apartment complex interior areas
Yesterday
Communal area core LODs/mesh fixes/baked LODs/COL and prefabs
Yesterday
Cache the button attribute lookup on AnimationSubSystems editor, improves some GC while inspecting sub systems at runtime (but performance is still terrible for some reason) Fixed telephone using wrong player animation Fix phone handle alignment with r_prop Converted deployable telephone to MeshLOD, removed an array of transforms from the component and 15kb from the prefab
Yesterday
Stop duplicate stats pages opening on top of each other
Yesterday
Compile fix
Yesterday
convar_odd_lookup_behaviour -> main
Yesterday
Fix 'global.x' console commands leaking into other namespaces The console's "global namespace" shortcut was also firing for explicitly-qualified input - Add unit test
Yesterday
switched triangle stream for just an edge stream, gives burst a cleaner loop so it's twice as quick
Yesterday
Update: GetWaterFactors - fetch parent entity only once - updated perf test to have 5% to spawn parented player Tests: ran unit tests
Yesterday
merge from main again?
Yesterday
cleanup
Yesterday
merge from main
Yesterday
Added Exp2 method to RustRenderPipelineSettings and added the compute shaders needed for auto exposure to the pipeline settings and resource data context
Yesterday
micro-optims for triangle processing jobs
Yesterday
Optim: GetWaterFactors - add overload that can use cached mountables states for active players - amended perf tests to spawn players with 5% chance to be mounted 400 batched queries: 0.6ms -> 0.55ms (serial are 2.32ms) Tests: ran unit tests
Yesterday
merge from main
Yesterday
update from main
Yesterday
Updating poker bandana to V4 skeleton
Yesterday
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Yesterday
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Yesterday
optimized island cleanup to 0.25x the cost, flat 2 pointer array instead of a NativeQueue and replacing frequent coord->index conversion for index stride offsets
Yesterday
Major refactor/cleanup wip
Yesterday
Optim: ServerCachePlayerInfo - move isMounted and mountables caching to point of modification instead of every frame Tests: built a boat on craggy and steered the wheel
Yesterday
Update: ServerCachePlayerInfo - cache isMounted, mountable for player Tests: built a bouat on Craggy and used the steering wheel
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
merge from attachment_charms
Yesterday
merge from induslight_boat_fix
Yesterday
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Yesterday
merge from heater_fix
Yesterday
Fixed heater heat shimmers showing up when off
Yesterday
Fixed heater lights not fading in when powered the first time
Yesterday
merge from main
Yesterday
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Yesterday
Fixed industrial lights not lighting the vehicle large layer (player boats)