145,757 Commits over 4,413 Days - 1.38cph!

15 Days Ago
Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on
15 Days Ago
Fixed wrong item id on ballistic vest
15 Days Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
15 Days Ago
Replaced the old gesture based NPC wave with a new state on the child animator Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers Makes the process free if no players are around, saves around 0.03ms each invoke
15 Days Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
15 Days Ago
Handle clearing hole maps when instance count drops to 0 Increase foliage hole sampling radius to prevent foliage in holes
16 Days Ago
fix player_model changes stomped in merge
16 Days Ago
Combined building planner and boat building planner, swap between using radial menu. IT doesnt actually swap though only the context menu works for now
16 Days Ago
Memory cell evaluator
16 Days Ago
Root combiner distributes drain evenly on batteries connected to its inputs
16 Days Ago
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16 Days Ago
Evaluator refactoring
16 Days Ago
Some tooltips
16 Days Ago
Merge from auto_particle_cinematics
16 Days Ago
Compile fix
16 Days Ago
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
16 Days Ago
Branch and blocker evaluators Some cleanup and fixes
16 Days Ago
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16 Days Ago
merge from main
16 Days Ago
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring
16 Days Ago
Some model related merges from TF2 SDK/main Throw on some debug output
16 Days Ago
hackweek illuminated pressure pad; - placeholder model and emissive for pressure pad skin. - pad illuminates in the same fashion as the illuminated buttons when it has power supplied. https://files.facepunch.com/curtis/1b1211b1/12_05-05-ScholarlyYardant.mp4
16 Days Ago
Initial baseline to AudioSourceEntity Prefab setup, manifest, protos https://files.facepunch.com/raul/1b1111b1/11_20-53-MediumgoldenrodRoebuck.mp4
16 Days Ago
Unity 6.3.15f1
16 Days Ago
Merge from unity_6.3.11
16 Days Ago
Re-hide the recently unhidden "Failed to load" messages on Windows Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex Fix some more prediction errors * HL1 357 & crossbow zoom * HL2 crossbow zoom Fixed prediction errors with SLAM * Also fixed it not using world clicker aim angles * Fixed it trying to play non existent TripmineGrenade.StopSound * Disable unused "attach satchel" code (different from attach tripwire) * Disallow switching to tripwires or back while throwing/attaching slams Fixed prediction errors with HL1 satchel Predict hornet gun ammo regen Groundworkd for HLS RPG prediction error fixes (req networking changes) Rework missing Steamworks API checks * Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob" Fix 64bit high curtime HUD animations Turn some stuff to doubles in relation to networking * Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused) Add VPROF to CLuaGamemode::CallReturns Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex NPCs ignore spectating players Various changes from TF2 SDK * Adds CFuncNavCost::InputToggle Hammer input * Various fixes Restore hud_draw_fixed_reticle as alt texture for default crosshair Add Projects only build script for windows
16 Days Ago
Rework missing Steamworks API checks * Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob" Fix 64bit high curtime HUD animations Turn some stuff to doubles in relation to networking * Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused) Add VPROF to CLuaGamemode::CallReturns Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex NPCs ignore spectating players 64bit client and server build fully, launch, and run (using x86-64's LuaJIT) * CEF and LuaJIT remain 64bit CEF Various changes from TF2 SDK * Adds CFuncNavCost::InputToggle Hammer input * Various fixes Minor changes from x86-64 beta Restore hud_draw_fixed_reticle as alt texture for default crosshair
16 Days Ago
Finalized D. B fixes. Scene backup.
16 Days Ago
Fixed apartment lights having a bunch of unintended culling layers and causing warnings.
16 Days Ago
Various D fixes.
16 Days Ago
Cleaned C and set correct layers.
16 Days Ago
Update SetFlag to accept a specific update/send type. Makes it less easy to make the mistake of doing multiple send network updates in one go and allows for some neater one-line invokes Added some SetFlags methods that accept multiple flag set arguments, allows setting multiple flag values in one go before doing a single send and avoids multiple invokes of OnFlagsChanged
16 Days Ago
Shifted a sign for render order purposes.
16 Days Ago
Fix item pooling error when demo scrubbing (copying over flavien's changes)
16 Days Ago
Finalized A/B
16 Days Ago
Some reserialized metas
16 Days Ago
Updated some legacy input code to use the new input system
16 Days Ago
mosaic from previous hackweek
16 Days Ago
Lights only at night. More B fixes.
16 Days Ago
Layer fix
16 Days Ago
Merge fixes
16 Days Ago
Refactored stuff for the layer warning.
16 Days Ago
Merge from main
16 Days Ago
Subtracting dont_bake_on_load
16 Days Ago
Renamed Pie partial class file
16 Days Ago
merge from main
16 Days Ago
First floor fix
16 Days Ago
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