143,764 Commits over 4,413 Days - 1.36cph!

1 Year Ago
Fix chat not interactable when painting or playing blackjack (order was wrong)
1 Year Ago
Fix pooling issue causing NRE when using the computer station after previously using the DM picker on the computer station Added a development only warning to catch possible issues like this
1 Year Ago
Merge: from parallel_validatemove - Extra validation checks exposed via server.EmergencyDisablePlayerJobs (default to true). In case of error, shuts down UsePlayerUpdateJobs and goes back to vanilla flow These are cheap to run and should help us track down any problems in the future. Tests: compilation tests, unit tests and played back server demo
1 Year Ago
Update: Another validity check for UsePlayerUpdateJobs - validates player counts between PlayerCache and activePlayerList Tests: played back server demo
1 Year Ago
Update: promote some UsePlayerUpdateJobs validation logic from DEBUG only to release - Hidden behind EmergencyDisablePlayerJobs switch(on by default) and UsePlayerUpdateJobs(off by default) - ValidatePlayerCache checks whole range instead of just up to player count (in case we got more than expected) Tests: played back server demo
1 Year Ago
Clean: fix formatting
1 Year Ago
Update: turn server.EmergencyDisablePlayerJobs const into a servervar Allows to run some extra validation Tests: editor compiles
1 Year Ago
Test: test case for missing player removal from PlayerCache Tests: ran the new unit test
1 Year Ago
Some improvements and fixes, more fluid
1 Year Ago
Reapply IMaterial (Lua) changes that were undone yesterday
1 Year Ago
Pressing shift to snap wires disables the io ports highlight
1 Year Ago
Pressing ALT disables wire snapping to IO inputs/outputs, for precise placement
1 Year Ago
Updated workshop source model for Large Wooden Box, it now properly reflects the in game model with the new interior mesh that was added to improve transparency, making it easier for skinners to use
1 Year Ago
Fallback to last snap position when losing surface while snapping
1 Year Ago
Added AnimalModifiers. Setup on Bear, Boar, Chicken, Stag and setup their ModifierLimits Incapacitate slow effect now works on these animals.
1 Year Ago
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1 Year Ago
main -> hackweek_drawbridge
1 Year Ago
First pass of wire snapping
1 Year Ago
Merge: from main
1 Year Ago
Fix console spam about sprite orientation when the material is missing
1 Year Ago
Reapply changes recently undone Reapply a single change from the bad commit that SHOULDN'T cause issues
1 Year Ago
It must be this commit then that causes linux issues
1 Year Ago
Revert more changes from april 21st
1 Year Ago
Revert changes from april 21st that potentially causes linux issues
1 Year Ago
More detailed colliders for small rock formations
1 Year Ago
Let's try undoing this change to do with shader system
1 Year Ago
added shadow proxies to jungle wall, wall.doorway, wall.window, floor, floor.triangle
1 Year Ago
fixed blocker by train car in mil tunnels slope
1 Year Ago
padded the cargo_ship_interior_hull LOD1 border to prevent gaps
1 Year Ago
More clean up, primitive rendering improvements using the vertex buffer instead of a structured buffer, fix issue incorrectly limiting wrapping grid, error when placement counts don't match, integrate with Jungle biome, compare triangle counts when binning meshes to avoid false positives, better toggling between instancing for performance comparisons.
1 Year Ago
fixed snowy checkpoint baked LOD material maps not being linked anymore
1 Year Ago
Fixed a building variant in compound not having its own baked LOD, re-linked material slots Compound S2P
1 Year Ago
merge from main
1 Year Ago
ziggurat S2P
1 Year Ago
LOD distance review on bamboo scaffoldings
1 Year Ago
Iterative improvements.
1 Year Ago
Restore climate values - clear was to 100%, my farm needs water
1 Year Ago
merge from boomerang_createworldmodel_nre
1 Year Ago
merge from vendingmachine_onlyoneuser
1 Year Ago
Fix modded and hapis vending machines only allowing one user to interact with them at a time
1 Year Ago
Fix boomerang occasionally causing an NRE when attempting to create its world model. Happens if the entity was just destroyed recently before the projectile attempts to stick. (was never an issue clientside)
1 Year Ago
Scale all damage types rather than bothering with an index
1 Year Ago
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1 Year Ago
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1 Year Ago
Add engine_no_focus_sleep to blocked convar list Prevent crashes with steamworks lib when called too early on SRCDS it really needs to be queued until its ready, this at least won't crash now. Do not run friendsID check for HLTV clients
1 Year Ago
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1 Year Ago
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