133,746 Commits over 4,262 Days - 1.31cph!

15 Minutes Ago
Some minor changes from TF2 SDK * net_graph lerp * debug builds related change * vgui buildmode fix Update SSE math from TF2 SDK * Just a preventative measure against improper usage of LoadAlignedSIMD Some more TF2 SDK changes * TextImage::GetText fix * scaled physics and saverestore fix * dynamic shadow poke-thru fix Fix some crashy issues Rework internals of Player.Kick and game.KickID * They are now consistent with each other. Replace " with ', trim the command to 511 chars, apply newline at the end. Fix an issue with CBasePlayer::Kick Fix new Lua error with spawnmenu again * Why was it "HangOpen" and not "SetHangOpen" for spawnmenu.. Probably fixed floating addons on Linux Minor cleanups Ensure we don't load saverestore files from mountable games Update server version mismatch disconnect messages. Minor adjustments to HLMV * Make the minimum size bigger (1200x800, from 640x700) so all UI elements fit without resizing * Title always contains program name * Prevent materials being deduplicated in the material list, so all missing materials now show Fixed a particle related crash Fixed normal map for Shotgunner Combine Soldier player model Added 3rd skin to Combine Soldier player model * It's the skin for the updated combine soldier texture from Episode 2 Fixed wall slams playing wrong physics sound * Now plays the sounds associated with the material we hit, not the sounds of the last ground entity we were on Custom Spawnmenu position function for view models Some bounds checking in shader system just in case Fixed a regression with Entity:CreateParticleEffect when using tables
22 Minutes Ago
merge from better_smoothing
24 Minutes Ago
hooked smoothing up to brush hardness in the GUI re-mapping 0-1 values to sane internal values
40 Minutes Ago
code support for SmoothMin and SmoothMax to allow per-modifier smoothing to be applied (using as a standin for brush hardness or smoothing)
1 Hour Ago
Gated a NPCSpawner log behind a convar (npcspawner.debug) Improved the log to be more useful
1 Hour Ago
Infrequently cache water factor check per in-range boat for PlayerBoatSounds, not every client Update()
4 Hours Ago
Some bounds checking in shader system just in case Fixed a regression with Entity:CreateParticleEffect when using tables
2 Hours Ago
exported paintball gun world model rig and 3p anims
3 Hours Ago
Fixing skinning on m92 mag
3 Hours Ago
merge from main
3 Hours Ago
merge from cargo_cam_rotation_fix
3 Hours Ago
Simplify the way the cargo cameras get their rotation, it was stupid and only worked because the event always spawns cargo at the same initial rotation
3 Hours Ago
Merge from iconrender_texture_streaming_fix
3 Hours Ago
Add parameterless constructor to Grid<T> to make it compatible with reset static fields code gen.
3 Hours Ago
partyhat_worldmodel_fix -> main
3 Hours Ago
Merge from main
3 Hours Ago
Dropped Party Hats are no longer white. They are now the same as the colour when worn
3 Hours Ago
merge from naval_update
3 Hours Ago
merge from main
3 Hours Ago
Merge from standardwithdecal_shader_additional_maps
3 Hours Ago
Merge from main
3 Hours Ago
Added the initial implementation of inflated normal bias for hard shadows
3 Hours Ago
WIP, it's getting annoying to drag these changes across branches: - Move a good chunk of buoyancy into burst. - Add burst methods for filling buoyancy point data arrays. - Introduce methods for running buoyancy in a batch rather than on every component separately.
3 Hours Ago
Make terrain height and shore vector methods readonly to indicate that they're pure.
3 Hours Ago
Add indexer to pooled array, add extension for copying managed arrays into native arrays. (intended for smaller collections)
4 Hours Ago
Replace broadcast motion with a cached version (staggered update every 60f), reduces Client.Update from 4.5ms~ back to 1ms~ with 15 boats.
4 Hours Ago
exported latest paintball gun rig and anims
4 Hours Ago
Paintball Gun - prefab fixes, icon
4 Hours Ago
Profiling PlayerBoatSounds
4 Hours Ago
notifications_indicator_fix_2 -> main
4 Hours Ago
Formatting
4 Hours Ago
Fix standard notifications not being included properly
4 Hours Ago
moved ice block to Deployed layer
4 Hours Ago
Disable Indirect Instancing by default to unblock editor issues (I'll be back)
4 Hours Ago
Disable Indirect Instancing by default to unblock editor issues (I'll be back)
4 Hours Ago
removed old movement/bullet blocker setup and other cleanup
4 Hours Ago
Ensure indicator pops up in every circumstance (at least with bans)
5 Hours Ago
- Simplify Notifications indiciator between saves - Add partial to GrowableHeatSource - Codegen
5 Hours Ago
stopped some unecessary cube marching enqueues when placed
5 Hours Ago
boat_planner_icon_fix -> main
5 Hours Ago
Fix the 'boat planner' icon having green shadows
6 Hours Ago
Added space station building skin video
6 Hours Ago
main -> notifications_indicator_fix_2
6 Hours Ago
Cherrypick 139564
6 Hours Ago
snapping_corner_nre_fix -> main
6 Hours Ago
merge from main
6 Hours Ago
merge from censoring
6 Hours Ago
corrected mesh ID used for physics mesh bake, also kick off the async bake jobs with ScheduleBatchedJobs for sanity as we want them to start asap to reduce the chance of them still needing to finish work when they are completed in the next FixedUpdate
6 Hours Ago
Fix deployable snapping corner hit NRE
Today
Reduced ocean scale when the deep sea is about to wipe