129,208 Commits over 4,201 Days - 1.28cph!

3 Months Ago
Added DM picker to the menu chat + a ton of fixes
3 Months Ago
Fix lighting settings for camper icon while testing
3 Months Ago
Create custom inspector to remove "Hide During Render" field from icon renderer inspector - removed since the settings won't be copied to the source prefab
3 Months Ago
Remove last uses of node shortnames
3 Months Ago
Setup new UI layout for tabbed collapsable item and wearable search. Code setup next
3 Months Ago
Added pilothazmat worldmodel models and created the prefab
3 Months Ago
merge from main
3 Months Ago
Add pan + zoom support to server map
3 Months Ago
UPdate: move serverocclusion caching logic a level higher Goal is to get rid of OcclusionPlayerFound/Lost in the query, so this is first baby step Tests: none, trivial change
3 Months Ago
merge from fogmethod1 (sky branch)
3 Months Ago
merge from main
3 Months Ago
adjustments, mainly to rainmild clouds
3 Months Ago
Fixed SkinGlowTester NRE when generating skin icons
3 Months Ago
NRE fix when initializing friends list
3 Months Ago
Can press enter or click the DM notif to open the chat
3 Months Ago
Fixed NRE when opening the friend list from the ingame chat
3 Months Ago
change resolution, update skinnables with zoom factor, add camera teleport to screenshot anchor with keybind
3 Months Ago
merge from main -> io_snapping
3 Months Ago
Iniital IO snapping progress
3 Months Ago
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3 Months Ago
Bit more safety on store hero
3 Months Ago
Menu chat DM target improvements, cleaned up code and added menu chat subclass
3 Months Ago
Fix Hero Store NRE
3 Months Ago
new_menu -> main
3 Months Ago
MegaMesh approach (1+2) WIP
3 Months Ago
Added debug functions to get a list of the largest meshes in VRAM and a counter to keep track of transparent calls in indirect instancing.
3 Months Ago
Pilot hazmat icon (not final)
3 Months Ago
Update: Don't step players that have been kicked by antihack Tests: none, trivial change
3 Months Ago
Replace our custom Parallel.For and Parallel.ForEach with the standard .NET one Also replace BeginInvoke usages with Task.Run so we don't run into that compatibility problem when Unity upgrades .NET in 5 years Mark ParallelEx.Coroutine as obsolete because it has more overhead vs. using Task.Run inline
3 Months Ago
merge from PilotHazmat_LODs
3 Months Ago
Updating Pilot Hazmat LODs
3 Months Ago
Bugfix: avoid scripting API when sending EventRecords from RunAnalyticsJob task - EventRecord.New now can be created on worker threads Tests: hacked code to enable analytics in editor, then ran around on craggy
3 Months Ago
Hammer: Port color preview for models from CS:GO Added color keyvalue to prop_door_rotating Allow PCF as valid transfer extension Make sv_lagcompensationforcerestore do something SRCDS workshop cache also caches titles Also display a warning that cache will be used. Added some AnimOverlay functions Entity.FindGestureLayer( activity ) = LayeriD Entity.FindGestureSequenceLayer(seqID)=LayeriD Entity.RemoveLayer( layerID ) Entity.SetLayerAutokill( layerID, bool ) Fix soundscapes not working with duplicate sounds (ported from CS:GO) Also made sv_soundscape_printdebuginfo a cheat, instead of devonly, like in CSGO NPC weapon selection icons Use ContentCategoryIcons list to give NPC weapons icons in spawnmenu NPC tab and on NPC spawn icon right click. Also group NPC icon right click by category like it is in other places. Added GM:OnNPCDropItem hook It will NOT be called for dropped weapons, for that you have GM:PlayerDroppedWeapon (yes it was always called for NPCs too) HL1 NPCs will call this hook when they create "fake weapons" on death, since they do not use weapon entities Fix FireBullets causing "CLuaObject:GetType with invalid lua state" warnings Restore rope texture scaling to HL2 values For tool-created ropes, we apply custom scaling value so it looks like it did before any changes. Fixed NPCs being able to shoot some guns forever, without reloading This affects ALL weapons with DefaultClip above the Clip size, such as AR2. Prevent potential Lua errors with weapon_base Fixed IMaterial spamming console about "$basetexture" not being a texture This happened when opening Overlay post processing effect list in Spawnmenu. Affected functions: IMaterial.GetTexture IMaterial.GetColor IMaterial.Width IMaterial.Height Make "No account token specified" a warning Reset render lib lastmaterial on map shutdown Fallback "VertexBeckman" shader to "VertexLitGeneric" Minor optimization in Ignite property RPG/Crossbow animation improvements for citizens Fix NPC being unable to fire RPG due to recent changes Combine RPG support Improve metropolice weapon support for Shotguns, AR2, RPGs Fixed some NPC drops not calling OnNPCDropItem Add CSS thruster models without mounting CSS` (Community Contribution) Fixed server crash when mounting ladders at edict limit Minor cleanup Improve free edict detection
3 Months Ago
Fix broken connect modal (plastics fault)
3 Months Ago
Revert to try and fix stupid plastic
3 Months Ago
Bugfix: avoid scripting API in EACServer.LogPlayerTick - cache more of player state on main thread Tests: hacked code to run EAC in editor and activated player tasks - no more exceptions
3 Months Ago
Attempt 2
3 Months Ago
Hidden party member button opens the social menu
3 Months Ago
Workshop UI_SettingsTweakSlider nre fix
3 Months Ago
Bring back old default server image to the connection modal. Fix bug causing infinite 'loading' of a servers image if it doesnt have one
3 Months Ago
merge from new_menu
3 Months Ago
UI_SteamInventoryCrafting init NRE fix attempt
3 Months Ago
Added remaining COL mesh to food market barge shell
3 Months Ago
Fixed store price tags being cutoff with some currencies
3 Months Ago
Missed a file
3 Months Ago
Cherry pick back from the duplicate branch, wtf plastic
3 Months Ago
Set all of the shader/animator hashes as readonly so they don't get included in code gen.
3 Months Ago
NPC statements now copied over too
3 Months Ago
Stop tabbox allocating every frame