146,705 Commits over 4,444 Days - 1.38cph!

3 Hours Ago
Remove the water level clamping while swimming, was causing footsteps to be audible when a player was fully submerged Dithering between swimming and walking needs a better fix, out of scope for this month
3 Hours Ago
Fixed 3p_gesture_sleeping animation playing a wave sfx for some reason
4 Hours Ago
merge from weaponinfopanel_nrefix
4 Hours Ago
Fix white preview player eyes in bandit camp/areas with atmosphere volumes (shader data lingering from main camera)
5 Hours Ago
Minor cleanups * Delete hud_drawhistory_time convar (unused) * Disable loading of certain weapon textures that are unused, such as ammo icons Minor 64bit compile warning fixes Remove test_freezeframe concommand Consistent usage of "64-bit" formatting in window titles Fixed a crash with TextEntry when going to the next word to the left Add some more map loading & other self checks Fix Airboat wake effect drawing in depth pass Remove FCVAR_ARCHIVE from sv_loadingurl * Don't want this to be saved on game clients. Fixed a bunch of unreferenced function warnings Fixed some minor compile warnings Completely remove the disabled Valve's ancient phonehome stuff
5 Hours Ago
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6 Hours Ago
Replace various usages of FindObjectsOfType with faster FindObjectsByType without sorting Most usages are editor only or convar utils, but get some small gains like speeding up FindMapEntities on server init on a 4.5k map from 189ms to 63ms
6 Hours Ago
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6 Hours Ago
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Today
merge from june_hotfix1
Today
merge from weaponinfopanel_nrefix
Today
ProjectileWeaponInformationPanel::EligableForDisplay NRE fix
Today
merge from june_hotfix1
Today
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Today
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Today
Disable only the nvidia reflex options if unsupported instead of the whole rendering settings container
Today
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fixed missing buoyancy reference in playercorpsenew
Today
Improved first person viewmodel lighting on the industrial torch.
Today
Fixing jacket skinning
Today
Can open the popup back by clicking on the seen notification entry
Today
bring skinviewer viewmodel rendering changes to RRP
Today
Fill motion vector command buffer
Today
Fixed sculpture save/load to file, added ability to send save to data to all sculptures in radius
Today
Warning notifications show as popups when arriving in the main menu When the popup is closed, it goes in the notification window, marked as seen
Ability to dynamically add in single compatability layer remappings - this should allow the quick add to manifest buttons to auto add any remap changes as well
Today
Setup motion vector pass (doesn't draw anything yet)
Today
using a proto message for serializing sculpt data rather than raw byte array storage - should be more flexible for altering the format, let's us bake data about the space the array refers to - still LZ4 compressing the proto bytes because we get 10:1 for data like this
Today
Updated all the RRP volumes with the correct color grading values
Manifest Codegen
Setup powergrid IO access points on all the procedurally spawned powerline poles which have electrical boxes Remove terrain erosion component from test map
Today
Optim: avoid buffer alloc on recieving player voice packet Tests: 2p on craggy, tested voice in both directions
Today
merge from main
Today
merge from main
Today
merge from main
Today
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Today
Adjusted sunglasses to reduce clipping on some playerseeds. split frames and lenses to improve sorting issues. updated all .fbx files and prefabs.
Today
Deploy animation updates
Today
Fix the "Destroying components immediately is not permitted during physics trigger/contact" server error when launching players with a catapult
hair set fixes
Today
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Today
Possibly fix the server error "Coroutine couldn't be started because the the game object 'assets/prefabs/npc/m2bradley/bradleyapc.prefab' is inactive!"
Ponytail/bun lod2 conditional setup Also fixed missing references for ponytail/bun LOD0/1 conditional meshes
Today
Client keeps track of seen notifications locally: - a notification is seen once the notif window is open - seen notifications are styled differently - they pop back after a client restart until cleared We now send v2/readall only when clicking on the clear all button. Client also keeps track of cleared notifications locally so global notifications can be dropped by the client (the backend keeps sending until they expire)
Today
Added RRP volumes for every BRP post process volume that was missing one
Today
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Today
industrial barricades - test prefab setup, temp gibs for testing, mani update
Today
Fix "missing effectrecycle" warning when deploying large furnce It was using an incorrect place effect (just pointing to the enabled effect prefab), made a new deploy effect prefab using the originally intended large furnace deploy sound
Today
Updating smoke grenade rigs with updated mesh
Today
Updated all of the biome RRP volumes to have the correct lift, gamma, and gain values