145,996 Commits over 4,413 Days - 1.38cph!

6 Minutes Ago
Fixed IconRender scene using the old UI input system module
7 Minutes Ago
merge from keyboard_layouts_fix
8 Minutes Ago
Fix bind_default stomping player rebinds when the default command was left unbound
48 Minutes Ago
Minor changes Try to scale NPC eye pupils with head/model scale * Seems to kinda work? Inflator tool tweaks * "Fixed" it being able to hit NPC bounding box (Made it ignore hull traces entirely) * Added replacement material for the effect that supports transparency * Updated the inflator effect so you are able to see what you are doing. It will also look different between inflating/deflating TTT: Use replicated convars instead of global nwvars (Community PR) Add another text step in loading when connecting to servers Mine changes with font code Update fps_max_menu and nofocus logic a bit (and block them from Lua) Many minor merges from TF2 SDK * Fixed minor compile warnings, removed unused variables, etc. More minor changes Remove usages of FIELD_CLASSPTR Initialize GCudata::unused2 with 0 Added new optional argument to steamworks.GetList - search string * Also makes "userID" argument optional. (Can give it nil) Fixed LZMA decompression size calc on 64bit
24 Minutes Ago
merge from premium_rebrand
24 Minutes Ago
Compile fix
26 Minutes Ago
merge from premium_rebrand
27 Minutes Ago
Tweaks, deleted old premium modal
30 Minutes Ago
Updating burstcloth constraints for industrial torch
49 Minutes Ago
Deleted some old assets Reserialized a bunch of menuui2 prefabs
49 Minutes Ago
Updated premium server browser tag
51 Minutes Ago
Broken tile prop set
56 Minutes Ago
Update fps_max_menu and nofocus logic a bit (and block them from Lua) Many minor merges from TF2 SDK * Fixed minor compile warnings, removed unused variables, etc. More minor changes Remove usages of FIELD_CLASSPTR 64bit saverestore fixes Windows SRCDS console changes * Do not call AllocConsole or SetWindowPos when Windows SRCDS is ran from the console exe Initialize GCudata::unused2 with 0 Added new optional argument to steamworks.GetList - search string * Also makes "userID" argument optional. (Can give it nil) Fixed LZMA decompression size calc on 64bit
1 Hour Ago
more skin set balance
1 Hour Ago
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1 Hour Ago
RRP BillboardLight logic consistency fix with BRP
1 Hour Ago
Swapped premium logo in main menu footer
1 Hour Ago
Added UIBorder and UIRoundedCorners
1 Hour Ago
Rebuilt the premium modal
2 Hours Ago
SRCDS: Do not call SetWindowPos if within console app, apply SWP_NOMOVE
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
Full remake of the network analyser UI. Supports: - looking at a delta (last x seconds) - Pin/Compare snapshots side by side - Anomaly Highlighting (needs more work), highlights rows that are particularly expensive considering our bandwidth
3 Hours Ago
50cal_animation_improvements -> main
3 Hours Ago
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3 Hours Ago
merge from main -> optimize_train_track_meshes
3 Hours Ago
Remove another call to AllocConsole()
3 Hours Ago
update apartment_complex_monument/prototype
3 Hours Ago
merge from main -> apartment_complex_monument
3 Hours Ago
Optim: Replace Physics.OverlapBox with Physics.CheckBox in BaseVehicle.VehicleFixedUpdate Saves allocating the results array, and should be cheaper as well Tests: none, trivial change
3 Hours Ago
Allow toggling more than one gameobject based on ammo > 1
3 Hours Ago
merge from fix_additional_projects_slnx -> main
3 Hours Ago
Optim: get rid of string alloc in BaseCombatEntity.Hurt 1alloc/32b Tests: none, trivial change
3 Hours Ago
Add horse triggers at front door of apartment to prevent people smuggling horses into their hotel rooms
3 Hours Ago
Forgot the M16
3 Hours Ago
female/light skin brightness balance pass
3 Hours Ago
Better fix, make setting ammo_true false params its own option on the component
3 Hours Ago
Merge: from main
3 Hours Ago
Optim: SpawnGroup - SpawnInstances not returns a List instead of IEnumerable Allows to save on iterator allocation, 40b Tests: none, trivial change
4 Hours Ago
Fixed crosshair popups regression from my recent generic popup changes
4 Hours Ago
Optim: cache UpdateNetworkGroup invoke Saves 1 alloc/128b Tests: none, trivial change
4 Hours Ago
Optim: cache PlayRadioChatter invoke Saves 1 alloc/128b Tests: none, trivial change
4 Hours Ago
merge from spraycan_reskin_refactor
4 Hours Ago
Quick fix for ammo_true and false params not being set on viewmodel component
4 Hours Ago
Minor cleanup Move CanBuild check further down Fix spray fail response logging to console of the whole net group Remove rundant codelock parent field Disallow reskinning turrets if not authed Disallow reskinning Busy doors Prevent potential error when reskinning io with mismatched slot counts
4 Hours Ago
male/light skin brightness balance pass
4 Hours Ago
Optim: cache 2 invokes in Buoyancy.CheckSleepState Saves 2 allocs/256b Tests: none, trivial change
4 Hours Ago
Intial setup for reload variants, shells visible in mag dependant on state (wip)
4 Hours Ago
Glass AR - model and texture update, added extra materials for testing
4 Hours Ago
Optim: cache RemoveCorpse invoke Saves 3 allocs, 384b total Tests: none, trivial change