198,641 Commits over 4,140 Days - 2.00cph!

8 Days Ago
Mark divesite shipping container collision mesh as readable
8 Days Ago
Fix LastLODCollider label not working with skinned meshes Don't mark overly detailed last LODs as readable
9 Days Ago
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9 Days Ago
merge from new_menu
9 Days Ago
Revert ILPostProcessorHook to the main version
9 Days Ago
Revert ILPostProcessorHook, pushed by accident
9 Days Ago
Resetting your gesture wheel to default will only bind the gestures you own
9 Days Ago
Fixed being able to bind gestures you dont own when clicking
9 Days Ago
merge from main
9 Days Ago
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9 Days Ago
merge from autoturret_optim
9 Days Ago
Fix the player becoming stuck in a specific place when reskinning the legacy wall to specfic variant.
9 Days Ago
merge from new_menu
9 Days Ago
merge from main
9 Days Ago
Fixed settings page padding wee styling change on gesture widgets
9 Days Ago
Remove one active sibling off all top level pages Fix crappy blur effect on rust plus modal Rewire up session modal after design changes Fix broken loading screen header after design changes
9 Days Ago
compile fix
9 Days Ago
Fixed gesture wheel order
9 Days Ago
Dont bother trying to update category buttons - have to redo it anyway
9 Days Ago
Fix play menu constantly turning itself off
9 Days Ago
Better spring motion Layout fixes
10 Days Ago
Removed TrueShadow auto defines
10 Days Ago
Gesture menu juice, spring motion on the dragged gesture Fixes
10 Days Ago
Bugfix: NPCAutoTurret now shoots when it's facing the target Caused by not implementing the same optimization as AutoTurret (while NPCAutoTurret depends on it). Tests: spawned `sentry.scientist.static` on craggy and became hostile to it - was shot within the whole 360 arc
10 Days Ago
10 Days Ago
Exposed TMP m_TextComponent in TMP_SubMeshUI for TrueShadow
10 Days Ago
Added TrueShadow
10 Days Ago
merge from fogmethod1
10 Days Ago
Merge: from main
10 Days Ago
Hack: BaseRaidBench - avoid flooding audio manager During benchmark, we create too many audio sources and don't clean them up with default budgets - so we up them abit. Tests: ran the benchmark - no longer grinds at 3fps
10 Days Ago
whitespace consistency pass Only build 32bit binaries for 32 bit Linux builds (dependencies) Unhide AIN loading errors from developer 1, make them warnings Move map.pack to cache/map_pack.bsp Since its a temp file that doesn't need to pile up in the root folder Disable 360.ain loading for preload Not sure if this code even runs, but just disable it Force mount HL2 episodic content on SRCDS Prevents "missing particle" warnings on start up
10 Days Ago
add brightness/contrast controls for night sky
10 Days Ago
whitespace consistency pass Only build 32bit binaries for 32 bit Linux builds (dependencies) Unhide AIN loading errors from developer 1, make them warnings Move map.pack to cache/map_pack.bsp Since its a temp file that doesn't need to pile up in the root folder Disable 360.ain loading for preload Not sure if this code even runs, but just disable it Force mount HL2 episodic content on SRCDS Prevents "missing particle" warnings on start up
10 Days Ago
Gesture menu fixes and polish
10 Days Ago
Changed UIInvisOverlay to inherit from SingletonComponent - Performed in-editor functionality testing - Performed compile error checking
10 Days Ago
Set home page as on by default
10 Days Ago
Fixed squished store and inventory views
10 Days Ago
floating city barge lods, collision
10 Days Ago
Added LODs for all floating walkway kit (LOD3 material WIP). Started chunking up sections for floating animation.
10 Days Ago
Attack helicopter turret using the minigun now requires the minigun to be spun up with the primary shoot button before it shoots bullets. After 10 seconds of no shooting input, the minigun in the turret stops spinning. After 10 seconds of the passenger leaving the gunner UI, the minigun stops spinning. If the passenger dismounts whilst the minigun is still spinning it will stop spinning immediately. If the engine of the Attack helicopter is turned off whilst the minigun is spinning it will stop spinning immediately. - Performed in-editor functionality testing - Performed compile error checking
10 Days Ago
Rewire shockbyte Fix session page not working after design changes Fix shockbyte buy button after design changes
10 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
10 Days Ago
Merge from main
10 Days Ago
Remove IServerComponent from ServerProjectile because the client uses its properties in a few places to predict trajectory etc
10 Days Ago
NRE fixes when camera or sky are destroyed on scene unload
10 Days Ago
10 Days Ago
Added editor convars to lock/unlock gestures
10 Days Ago
Added IAnchorable, implemented for PlayerBoat. Toggle buoyancy flow force on/off with anhor raise/lower. Checks all anchors incase there's multiple.
10 Days Ago
Resize information grid on max items in column
10 Days Ago
ModelPostProcessor will now make the last LOD level readable if the model has the LastLODCollider label applied to it Apply LastLODCollider to a few models