146,134 Commits over 4,413 Days - 1.38cph!

Yesterday
Update fps_max_menu and nofocus logic a bit (and block them from Lua) Many minor merges from TF2 SDK * Fixed minor compile warnings, removed unused variables, etc. More minor changes Remove usages of FIELD_CLASSPTR 64bit saverestore fixes Windows SRCDS console changes * Do not call AllocConsole or SetWindowPos when Windows SRCDS is ran from the console exe Initialize GCudata::unused2 with 0 Added new optional argument to steamworks.GetList - search string * Also makes "userID" argument optional. (Can give it nil) Fixed LZMA decompression size calc on 64bit
Yesterday
more skin set balance
Yesterday
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Yesterday
RRP BillboardLight logic consistency fix with BRP
Yesterday
Swapped premium logo in main menu footer
Yesterday
Added UIBorder and UIRoundedCorners
Yesterday
Rebuilt the premium modal
Yesterday
SRCDS: Do not call SetWindowPos if within console app, apply SWP_NOMOVE
Yesterday
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Yesterday
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Yesterday
Full remake of the network analyser UI. Supports: - looking at a delta (last x seconds) - Pin/Compare snapshots side by side - Anomaly Highlighting (needs more work), highlights rows that are particularly expensive considering our bandwidth
Yesterday
50cal_animation_improvements -> main
Yesterday
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Yesterday
merge from main -> optimize_train_track_meshes
Yesterday
Remove another call to AllocConsole()
Yesterday
update apartment_complex_monument/prototype
Yesterday
merge from main -> apartment_complex_monument
Yesterday
Optim: Replace Physics.OverlapBox with Physics.CheckBox in BaseVehicle.VehicleFixedUpdate Saves allocating the results array, and should be cheaper as well Tests: none, trivial change
Yesterday
Allow toggling more than one gameobject based on ammo > 1
Yesterday
merge from fix_additional_projects_slnx -> main
Yesterday
Optim: get rid of string alloc in BaseCombatEntity.Hurt 1alloc/32b Tests: none, trivial change
Yesterday
Add horse triggers at front door of apartment to prevent people smuggling horses into their hotel rooms
Yesterday
Forgot the M16
Yesterday
female/light skin brightness balance pass
Yesterday
Better fix, make setting ammo_true false params its own option on the component
Yesterday
Merge: from main
Yesterday
Optim: SpawnGroup - SpawnInstances not returns a List instead of IEnumerable Allows to save on iterator allocation, 40b Tests: none, trivial change
Yesterday
Fixed crosshair popups regression from my recent generic popup changes
Yesterday
Optim: cache UpdateNetworkGroup invoke Saves 1 alloc/128b Tests: none, trivial change
Yesterday
Optim: cache PlayRadioChatter invoke Saves 1 alloc/128b Tests: none, trivial change
Yesterday
merge from spraycan_reskin_refactor
Yesterday
Quick fix for ammo_true and false params not being set on viewmodel component
Yesterday
Minor cleanup Move CanBuild check further down Fix spray fail response logging to console of the whole net group Remove rundant codelock parent field Disallow reskinning turrets if not authed Disallow reskinning Busy doors Prevent potential error when reskinning io with mismatched slot counts
Yesterday
male/light skin brightness balance pass
Yesterday
Optim: cache 2 invokes in Buoyancy.CheckSleepState Saves 2 allocs/256b Tests: none, trivial change
Yesterday
Intial setup for reload variants, shells visible in mag dependant on state (wip)
Yesterday
Glass AR - model and texture update, added extra materials for testing
Yesterday
Optim: cache RemoveCorpse invoke Saves 3 allocs, 384b total Tests: none, trivial change
Yesterday
exported updated vm m16a2 anims
Yesterday
Fix compile errors (explicit namespace) after fixing additional projects
Yesterday
Undo of previous change - since entities can only be demolished once, the change was useless (and wasted memory)
Yesterday
update apartment_complex_monument/prototype
Yesterday
Optim: cache StopBeingDemolishable invoke 1 alloc/128b Tests: none, trivial change
Yesterday
Move work on apartment network groups
Yesterday
Fix "Generate Additional Projects" not working due to Unity 6 using .slnx
Yesterday
Eyes have independent brightness in skin sets
Yesterday
merge from main
Yesterday
Fixed not being able to pick up full shelves when placed on top of half shelves. Made all the pickup volumes for each of the shelves exactly the same.
Yesterday
Optim: use static action in ServerBuildingManager.Split Should save another 2 allocs/160b per building block Tests: none, trivial change
Yesterday
Clean: tabs -> spaces, get rid of explicit generic args Tests: none, trivial change