136,009 Commits over 4,444 Days - 1.28cph!

14 Minutes Ago
update apartment_complex_monument/prototype
15 Minutes Ago
Codegen + phrases + test gen
16 Minutes Ago
Allow water motion vector pass to be culled
17 Minutes Ago
Refine motion vector pass dependencies
17 Minutes Ago
Use a preference list for motion vector texture formats
24 Minutes Ago
Apartment lighting prefab WIP.
27 Minutes Ago
Optim: cache FogMachine invokes - StartFogging, EnableFogFieldCB, DisableNozzleCB, FinishFoggingCB There were invoked in StartFogging, which can oscilate with power. Tests: none, trivial changes
29 Minutes Ago
Softcore tag styling
29 Minutes Ago
Cast Iron Pan prop LOD0
33 Minutes Ago
merge from prototype -> apartment_complex_monument
34 Minutes Ago
tanker area sphere tank end
36 Minutes Ago
Fixed bad auto merge on HLMV changes
39 Minutes Ago
merge from main -> apartment_complex_monument
51 Minutes Ago
set raid windows on by default
59 Minutes Ago
Added the Grey Scale volume component and setup all the RRP volumes that needed it
1 Hour Ago
remove old model & textures, update icon and guide mesh
1 Hour Ago
Seperate tc softcore stuff into its own file
1 Hour Ago
fix manifest
1 Hour Ago
medium apartment coliision fix so we can get to the locker
1 Hour Ago
Apartment lighting layer testers.
1 Hour Ago
- Setup raid windows so they transfer UTC time from server -> client and client then resolves properly to their own timezone - Fix 'Raiding Allowed' and 'Raiding Blocked' vital notes from not poping up - Keep track of when the raid window opens via a syncvar on the gamemode entity
1 Hour Ago
Optim: skip BeeSwarmMaster.StartDie call if already dying Saves on ActuallyDie invoke and allocation Tests: none, trivial change
1 Hour Ago
Cherrypick CS 155224 (elevator deploy NRE)
1 Hour Ago
Added softcore gamemode modal, opens when clicking on the softcore tag
1 Hour Ago
Optim: avoid repeated invoke scheduling in BeeSwarmAI - SetOnFire gets skipped if bees are already on fire (saves StartDie scheduling) - StartDie gets skipped if bees are already dying (saves Egress scheduling) Tests: none, trivial changes
1 Hour Ago
Fix NRE when placing elevator
Today
Remove WinXP targeting from launcher_main and chromium Remove unused/useless convars * tf_escort_score_rate, hud_airboathint_numentries Rework cvars.AddChangeCallback filter * Convars that cannot be identified as server only or client only now run the callback in both realms * protected convars no longer run this callback at all More cvar cleanups * Removed sv_hudhint_sound, striderbuster_magnetic_force_hunter, sniper_xbox_delay, systemlinkport, matchmakingport, xmove, xlook Build 64bit dmxconvert.exe Fixed engine failing to run DMXConvert when there are spaces in path * Fixes StudioMDL not able to work with .dmx files if the model path has spaces anywhere. Possibly other tools and symbols affected too Fix project build warning with Hammer Make StudioMDL errors red color Minor studiomdl cleanups & additions from csgo *Added support for noforceloop for animations, $appendblankbodygroup, $preservetriangleorder, $bboxonlyverts * Some better error reporting Increase StudioMDL file buffer from 32MB to 128MB Add a StudioMDL crash check to do with that one DMX model * Probably not an ideal fix, but at least no crash Fixed func_conveyor applying infinity as force HLMV tweaks * Make frame slider taller * Enable Middle Mouse to translate the camera * Fixed error spam if using certain previews before loading a model * Origin Axis can draw without a model * Improve default camera angle (on launch, when no model) Reset surface.SetAlphaMultiplier every frame start Adjust env_fog_controller blinding check Cleanup cache/workshop/ on dedicated servers Replace empty string with <NO MAP> in windows srcds console * Just so it doesn't look like its bugged Minor fixes for NPC multiplayer support Potential crash fixes Minor cleanups + extra filesystem checks Fixed some issues with HLfaceposer.exe * Fixed a crash, missing textures
1 Hour Ago
Rename animation specific menu items to be more descriptive. [MenuItem("Tools/Animation/CSV Dump")] -> [MenuItem("Tools/Animation/Dump Animator Controller to CSV")] [MenuItem("Tools/Animation/Hash Debug")] -> [MenuItem("Tools/Animation/Animator String-to-Hash Calculator")] [MenuItem("Tools/Animation/Animator Override Updater")] -> [MenuItem("Tools/Animation/Replace Clip in All Override Controllers")]
1 Hour Ago
Bugfix: fix caching of DiveSiteBuoy.updateAction Tests: checked IL
1 Hour Ago
Enable radial menu on apartment elevators only
1 Hour Ago
Make radial menu for elevators opt-in
1 Hour Ago
Layer shifting on large apartment & lighting prefab.
2 Hours Ago
Optim: cache Sprinkler.DoSplash invoke Tests: none, trivial change
2 Hours Ago
merge from game_room_dlc
2 Hours Ago
Metas
2 Hours Ago
merge from main
2 Hours Ago
Remove MaterialReserialzer script (removes the menu option, script is deprecated)
2 Hours Ago
Optim: cache HBHFSensor.UpdatePassthroughAmount invoke Tests: none, trivial change
2 Hours Ago
Optim: cache ElectricBattery.TickUsage invoke Tests: none, trivial change
2 Hours Ago
Fixed an issue with render pipeline global settings not being set after loading them from resources
2 Hours Ago
tanker area sphere tank progress
2 Hours Ago
Optim: cache ElectricBattery.AddCharge invoke Tests: none, trivial change
2 Hours Ago
Merge from worldposiitongenerator_optim
3 Hours Ago
Added the grain volume component and added it to all RRP volumes that needed it
3 Hours Ago
Applied lighting prefab WIP to scene.
3 Hours Ago
tanker area sphere tank progress
3 Hours Ago
Optim: cache CoalingTower.CheckWagonLinedUp invoke Tests: none, trivial change
3 Hours Ago
Optim: Cache StrobeLight.SelfDamage invoke Tests: none, trivial change
3 Hours Ago
Optim: cache SamSite.WeaponTick invoke Tests: none, trivial change
3 Hours Ago
mag drop, shell eject and mag visibitly added for M16a2 vm and 3p anims