147,668 Commits over 4,444 Days - 1.38cph!

18 Minutes Ago
merge from fix_deepsea_teleport_consistent -> main
24 Minutes Ago
small backpack prefab and material setup
26 Minutes Ago
Speculative fix for players not consistently being teleported into the deep sea - grab list of players before PreTeleportEntity() so they are guarenteed to have PostTeleportEntity() called if they unparent when going to sleep before transition
1 Hour Ago
Fix elevator not showing the top floor in the radial menu because the top floor doesn't contain itself inside the list of floors
1 Hour Ago
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1 Hour Ago
Update phrases
1 Hour Ago
Change phrase name for apartment breaking in
1 Hour Ago
FlexElements allow negative gaps
1 Hour Ago
Monument info popup baseline
1 Hour Ago
Set display floor number for basement elevator
1 Hour Ago
Set floor display numbers in the apartment elevator shaft
1 Hour Ago
Add support for elevators to override the display value for their floor number - still uses indexes to navigate floors but will show "Floor 3" or "Penthouse"
1 Hour Ago
Ridable horse prefab
3 Hours Ago
Add icons for elevator floors
3 Hours Ago
FPV Goggles - More attempts at getting it to show up (not working) (this is a continuation of the hackweek project)
3 Hours Ago
update apartment_complex_monument/prototype
3 Hours Ago
Update test lists
3 Hours Ago
merge from prototype -> apartment_complex_monument
3 Hours Ago
merge from main -> apartment_complex_monument
3 Hours Ago
merge from lockpick -> apartment_complex_monument/prototype
4 Hours Ago
merge from cannon_mortar_subsystems
4 Hours Ago
Add Play() to child animators, fix mortar desync from spamming, fix animation handle copies never being disposed
4 Hours Ago
Glowing wallpapers - texture updates
4 Hours Ago
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4 Hours Ago
Lighting prefab
4 Hours Ago
merge from fix_server_browser_compression/http_clien -> main
4 Hours Ago
Rename StagedResourceEntityInfo component to StagedDestructionEntityInfo Change serialized collision mesh references on StagedResourceEntity and StagedDestructionEntityInfo stages to arrays so we can swap out multiple colliders between stages Update all existing resource entities so collision meshes are held in the new arrays instead Update collapse blocker to correctly swap out its colliders at each stage
5 Hours Ago
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5 Hours Ago
Update(tests): amend BatchWaterLevels and SerialWaterLevels to support variety of query counts Existing 10k test is a bit unrealistic (even if shows nice improvement) Tests: ran perf tests
5 Hours Ago
Loot ground scatter now has additional checks
5 Hours Ago
Added reverb zones to complex_b and damaged_wing
5 Hours Ago
Remove specific WINVER targets for Windows builds * Was 501 (WinXP) for 32bit builds, and 601 for 64bit builds, now should default to Win10 target * Fixes Hammer not building due to usage of DPI functions
5 Hours Ago
FPV Goggles - Initial prefab setup, added placeholder model, ran manifest, added localization, mesh not visible on player yet
5 Hours Ago
Switch BannedServers over to the shared HttpClient too (even though it's not frequently called)
5 Hours Ago
Lighting prefab. Exit sign layer shift to stop it from being reflection probed.
5 Hours Ago
SatellitePendingCrashSite prefab fixes
5 Hours Ago
Fix compile error after merge
5 Hours Ago
vending_stats_crash_fix -> main
5 Hours Ago
vending_stats_page_fix -> main
5 Hours Ago
merge from main -> fix_server_browser_compression/http_client
5 Hours Ago
- Remove some test code in for disk - Add using statements
5 Hours Ago
Fix foliage rendering with camera motion blur
5 Hours Ago
apartment complex HLOD and S2P some material saves
5 Hours Ago
Metas doing my head in
6 Hours Ago
placed new decals in core and wing of apartment building
6 Hours Ago
monument blockers -- vent: added second material, added & set up collapse entity, re-exported and renamed all the model parts
6 Hours Ago
Hammer DPI scaling improvements KeyValuesToTablePreserveOrder further tweak * Do not turn 0 to 1 key if there's only 1 key Fixed Hammer Entity KeyValue names drawing over the second column Implement partial prediction latch resets from TF2 SDK/CS:GO * Makes prediction errors with weapons not reset every predictable variable, causing player position jolt. This is what HL2DM does now. Make player health non predictable * This makes sense, right? No other health/armor related variable is predicted, and you can't really predict health changes since they come from serverside only events. Fixed status bar scaling in Hammer Minor cleanups Fix ammo/net library not resetting serverside on disconnect Added cyclic reference test to net.WriteTable and util.TableToKeyValues Implemented chained command auto complete (Community Contribution) Minor compile warning fixes Fix OSX compile Minor cleanup Fixed 64bit studiomdl crashing due to recent changes
6 Hours Ago
Fix the vending stats page from crashing in certain cases. Stats code was double freeing pooled data
6 Hours Ago
Fixed discord signout button showing under the social menu
Today
- Updated subsystem with bespoke animator - Removed holdtype controllers - Updated entity