145,079 Commits over 4,413 Days - 1.37cph!

9 Minutes Ago
Cherrypick CS 151910 (editor toggle button for reflection probe)
13 Minutes Ago
Add button to toggle reflection probe in the editor - default docks top right of scene view beside the other camera buttons - fixes bad lag when flying around in scene view
19 Minutes Ago
Rename room ids from 3 digits -> 2 digits (305 -> 35) - 2 digits makes it easier to put the room numbers on doors
36 Minutes Ago
More lighting stuff.
1 Hour Ago
Convert stool_a to mountable entity
1 Hour Ago
New cleaned up reconcilliation logic - Use an incremental id so we always know whats stale - Add a tiimeout so we can accept super new snapshots regardless - Fix issues with pocketing throwing the whole simulation off
1 Hour Ago
Update manifest
1 Hour Ago
Lighting prefab WIP.
2 Hours Ago
Initial UI setup
3 Hours Ago
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3 Hours Ago
merge from consolehistory_fix
3 Hours Ago
Trim the \r from console history entries, it confuses the input field and mess everything
3 Hours Ago
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3 Hours Ago
Fixed broken mannequin material
3 Hours Ago
Added merged and static versions of all the floating city mannequins
3 Hours Ago
Some renaming
4 Hours Ago
Improve the building of the PreserveInfo
4 Hours Ago
Phrases
4 Hours Ago
Started bowless crossbow store Added bowless crossbow to the skin viewer
4 Hours Ago
Update: add StringView.Trim - added unit test Tests: ran unit test
4 Hours Ago
Update: implemented StringView.Replace - added unit tests Tests: ran unit test
5 Hours Ago
Initial wip on an attempt to refactor the beast that is SprayCan.ChangeItemSkin The idea is that entities handle things they need to persist through reskinning themselves via Preserve and Restore methods
5 Hours Ago
merge from censorshipbreast_mountable_fix
5 Hours Ago
Added disableBreastCensorshipWhenMounted to BaseMountable, disables the breast censorship cube on female character when mounted Applied to horse, steering wheel and ballista (was already a thing on ballistas, just moved it up to BaseMountable)
6 Hours Ago
Shift some small apartment props around too
6 Hours Ago
Shift large furniture props into furniture root so they only spawned when rented
6 Hours Ago
Move all the contents of the medium apartment into furniture so it's only spawned while rented
6 Hours Ago
- Camera now points behind the pool ball (stops any weird angles and needing glasses to see what you're hitting) - Camera points slight up when a ball is in the way - Seperate all the logic over so the pooltable is in control of most of it - Cleanup
Today
Convert small apartment props + move new props into "furniture" parent so they only activate when rented
Today
updated m16a2 gamemesh
Today
Industrial Torch - Updated worldmodel with LODs
Today
skins
Today
WIP Darts Viewmodels
Today
Fix dual version resource in gmod_launcher
Today
Update manifest
Today
Convert more props from medium apartment into entities
Today
Added Insurgency map category Groundwork for BSPZIP compression support Added support for -embed to VBSP Make LZMA methods static Minor cleanup GM:PostPlayerDraw throws non halting error when too deep Another consistency pass for resource files * Remove the word "Launcher" from launcher file descriptions - I thought task manager would show "Product Name" field, not "File description" field. * Make all resource files provide a single language ID (was previously US or UK english, sometimes German and Canadian English?) * Updated tool icon slightly * Add icons & version info to all compiled .exe files by our build system Build 64bit gmad/publish, add icons/version, fix some compile warnings Build Hammer 64bit Fixed a bunch of Hammer 64bit runtime crashes L4D1 .nav files now successfully load Added new code signing tool, and adjusted workflow files to have necessary environment variables during pipeline runtime for authorizing with the new system (#2) Minor cleanups Check for empty strings when getting sound duration Reduce verbosity of the new codesign tool
Today
renamed to industrial decor pack
Today
Update manifest
Today
Fix L4D2 navmesh loading Fixed pointless compile warning Replace loading dialog .res files with a single file * No need to have 3 different files that have the same layout, just have the one. Loading screen progress tweaks * Show WorkshopDL text in two lines * Loading screen dialog automatically extends itself to fit 2 lines of text when needed * Added more loading screen steps to clarity, such as "Loading the map" after WorkshopDL Add 5th optional argument to Entity:Dissolve - delay * It's a weird delay though, it still makes some particles until the start time, maybe could be interesting Placeholder fields in mstudiobbox_t Added 2 new STUDIO_ enums * STUDIO_SKIP_FLEXES * STUDIO_SKIP_DECALS Generate correct default config for 64bit Hammer Fix cl_showents crashing on SRCDS Minor shadercompile.exe files from x86-64
Today
Convert double vanity prop in bathroom
Today
Redo swapping some of props -> entities in small, medium & large apartment
Today
Fix double vanity entity prop positions
Today
merge from PlayerRigUpdate2/inventorypreview_improvements
Today
merge from PlayerRigUpdate2
Today
Added post processes to the inventory player preview, uses the same profiles as the maincamera
Today
updated override controller
Today
Increased inventory player preview render texture resolution to fix the hair dithering looking bad
Today
merge from industrial_dlc (and bowless_crossbow)
Today
Fixed BatteringRam.DamageEntities NRE