137,375 Commits over 4,474 Days - 1.28cph!

56 Minutes Ago
Compile fix 2
56 Minutes Ago
Merge from culling_falsepos_improv
1 Hour Ago
merge from flat_estimatedvalue_sleepers
1 Hour Ago
merge from culling_falsepos_improv
1 Hour Ago
Compile fix
1 Hour Ago
merge from demo_shotlist_fix
1 Hour Ago
Merge: from culling_falsepos_improv - Update(debug): added a bunch of editor only debug tools to be available in standalone, in culling clientvar group - Update(debug): improved output of some of these tools Tests: used these tools on craggy and apartment
2 Hours Ago
merge from piemenu_binds_feedback
2 Hours Ago
Fixed Demo "Shot List" and folder buttons not working
2 Hours Ago
Merge: from main
2 Hours Ago
Fixed bind texts overflowing
2 Hours Ago
Update: expose more of culling debug tools - DebugShowStats - same as PrintStats, but continuously rendered to screen - DebugDrawHiZMipChain - draw all depth mip levels on screen - DebugDrawHiZOverlay - overlay specific level of mipchain on the screen, -1 to disable Tests: used all on craggy
2 Hours Ago
- Manifest - Demo compat
3 Hours Ago
Added some feedback in the pie menu when the +prevskin or +nextskin are unbound
3 Hours Ago
main -> game_room_dlc
3 Hours Ago
Add a hoverloot variant/keybind that only moves item types that already exist in the target container.
3 Hours Ago
Codgen
3 Hours Ago
Prevent all melee damage to doors whilst outside the raid window. Original intention was to allow some form of door raiding, but this can be abused too heavily
3 Hours Ago
Address performance feedback: reduce the amount of times GetChangedMask() is called therefore reducing the amount of calls to MetabolismAttribute::HasChanged() and MetabolismAttribute::HasChangedGreatly()
Rin
4 Hours Ago
merge from apartment_early_evict_fix
5 Hours Ago
metabolism_fixes -> main
5 Hours Ago
Only advance the baseline when we report a change
5 Hours Ago
Code cleanup
5 Hours Ago
Fix comfort values being stuck at certain levels, fix food not always providing hunger and hydration benefits
5 Hours Ago
blast door gib material fixes
Today
merge from doorcontroller_restart_fix
Today
Fixed door controller triggering on server restart
Today
Mark physics debug concommands as cheats consistently Fixed level transitions inside a vehicle resetting player's move type * This was causing the player to drift off from vehicles on collisions. Minor cleanups and fixes Restored ability to store generated VPROF reports to a file Added requested vprof scopes (physics & networking) Switch texture memory debug vars to uint64 Make our Shotgun use sk_plr_num_shotgun_pellets * HL2DM shotgun was not using it, but HL2 one does. This is only for primary fire. Fixed an NPE crash with DebugDrawPhysCollide Lets try have Sandbox strip all weapons on spawn * it already strips all ammo before giving default ammo, seems logical to also strip all weapons before giving out the default ones. Make Player's MaxArmor save across level transitions Reset MaxArmor on player spawn (unless during level transition) Do not render $no_draw materials on models in depth pass Fixed a crash with game.MountGMA Fixed armor being stripped with hl2_episodic on level change Make player model Alyx use separate head material * Fixes Alyx NPC losing phong detail in the head material Minor changes to viewpostproces from TF2 SDK * Removes duplicate creation of mat_colorcorrection Delete serverside mat_hdr_tonemapscale & some related entity IO * Removes SetTonemapScale and BlendTonemapScale hammer inputs from env_tonemap_controller. These 2 inputs never actually functioned, especially in multiplayer, since they set mat_hdr_tonemapscale which is never read anywhere, and is reset every frame. Adjust texture panel header to scale with screen width
Today
Fixed BlendTreeEventTrigger log spawm in editor while holding a crossbow
Today
merge from horseprotection_leak_fix
Today
merge from wallpaper_deploymismatch_fix
Fixed the train tunnels test scene and made it playable. Added a movable spawnpoint. Some basic whitebox layout for the control room
Today
Fixed wallpaper construction switching mismatch
Today
Stacked desks stage 3 collision plus LOD/gib polish to fix any holes or UV errors from cutting meshes apart
halloween costume mat setup
Today
Added rabbit test asset, textures, animations, model, prefab and materials ready for testing.
halloween costume prefab conditionals
Today
LOD stages for stacked desks monument blocker
viewmodel settings fixes
Viewmodel for halloween costume
Today
Possible fix for apartments evicting players after a few minutes Reset lastRentPaymentTime and zero out any outstandingRent or timeRentOverdue when a new tenant rents out a room (was inheriting the last occupants values) Would have affected servers with 24h+ uptime more severely
Rin
Today
merge from ClanActionResult_leak
Rin
Today
merge from bannotification_date_fix
Rin
Today
merge from raidwindow_convar_fix
Rin
Today
merge from skinviewer_charms_fix
3 Days Ago
Setup RRP volumes/scripts for screen_blur and screen_blur_heavy for BlurManager Use _RRP keyword for UIBlurBackground and UIBlurBackgroundSpread shaders to toggle grab pass sampling (using a subshader seems to cause crashes) Add UI Blur profile to BlurManager with variable blurSize Add UIBackgroundBlur component to ingame menus Setup UIBackgroundBlur tweening to match old behaviour
3 Days Ago
optim: merge modules, running a bunch of anim jobs seems stupid expensive
3 Days Ago
Disable built in IK on all rigs/controllers so they both don't run at the same time, some things like twist bones still run - we need to switch away from humanoid avatars to fix that.
3 Days Ago
Add .DisableClans to editor iteration speed options, it keeps on locking up the local db whenever I recompile
3 Days Ago
Move everything into IK animation jobs, batch player movement -> commit it all at the end of the cycle. Stagger graph updates.