141,860 Commits over 4,383 Days - 1.35cph!

53 Minutes Ago
added a little low wall to the penthouse greybox separating kitchen/living
1 Hour Ago
removed collision from broken glass decal as it causes issues walking over moved some mesh decals up in radtown, radtown S2P
1 Hour Ago
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1 Hour Ago
this probably fixes it
1 Hour Ago
Merge from workbench_upgrades
1 Hour Ago
industrial electric furnace - reduced AO to 512
1 Hour Ago
io workbench visual point setup
1 Hour Ago
industrial electric furnace - game model - updated prefabs - Added stand in textures - Setup IO on off states in prefab - Added off and glass material
1 Hour Ago
Some setup on io.table.deployed
1 Hour Ago
industrial electric furnace - rename material to on state
1 Hour Ago
Fix bad merge
1 Hour Ago
main -> vendingmachine_ui_refresh
1 Hour Ago
server_browser_row_fix -> main
1 Hour Ago
Fix server browser only showing 4 entries until you scroll or change the page
1 Hour Ago
Removed example charms from accessory manager
2 Hours Ago
Fixed broken materials in backpacks and parental advisory charms Re-cached viewmodel textures, fixing the NRE Resized backpack texture sizes
2 Hours Ago
Prefabbed up Kiosk E parts. Kiosk E LODs, collision, prefab setup, plus shutter LODs and setup.
2 Hours Ago
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2 Hours Ago
brought length relaxation back up to 1, mistakenly tweaked and caused small clipping
2 Hours Ago
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2 Hours Ago
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2 Hours Ago
Merge: from unitask_reliable_taskpool - Optim: UniTask internal pooling now reliably caches items Tests: unit and perf tests, ran around Craggy with Jobs 3
3 Hours Ago
Optim: ensure UniTask.TaskPool reliably caches items - copied from repo at 88737fb5 Original version was written in wait-free fashion which permitted only 1 participant while failing others. Rewritten to be lock-free, which allows to guarantee pooling Tests: ran unit and perf tests. stuck breakpoints to confirm that repeated perf test invocation didn't have allocations. ran around craggy with jobs 3
3 Hours Ago
fixed draw distances on new static door prefabs and layer to world collisions for the apartment complex building
3 Hours Ago
Minor changes to entity classes Deletes C_BaseAnimating.m_bNoModelParticles (unused) Makes C_BaseEntity::m_fEffects, m_nRenderMode and m_nOldRenderMode private Removed C_BaseAnimating.SaveRagdollInfo, RetrieveRagdollInfo, m_bStoreRagdollInfo Moved some private/protected members around a bit (C_BaseEntity, C_BaseAnimating) Minor changes & cleanups * CBaseServerVehicle, CPropVehicleDriveable, CBaseAnimating rearranged some fields * CBasePlayer - rearranged some private fields * CHL2_Player - deleted UpdateLocatorPosition, SetLocatorTargetEntity, m_vecMissPositions, m_nNumMissPositions, m_AutoaimTimer, m_hLockedAutoAimEntity, m_hLocatorTargetEntity, m_flTimeNextLadderHint, DisplayLadderHudHint * CLogicPlayerProxy - removed defunct SetLocatorTargetEntity input * Restored mega grav gun armor reduction with hl2_episodic 1 Make "Unable to load module" give a reason in Windows More player and localplayerdata field reordering More field reshuffling * Deletes Panek::m_nHorizontalGradient, m_nVerticalGradient, m_nHorizontalGradientR, m_nVerticalGradientR (unused fields) Added ProjectedTexture:Get/SetSkipShadowUpdates Prevent invalid data in spawnmenu lists breaking search * Such as erroneously setting a weapon entry to a string or something Restore airboat speedometer thing Make "ProcessServerInfo failed" kick show a popup Update dxsuppor.cfg with some changes from HL2 cl_detaildist to 4096 high model & water detail for unknown cards Fixed r_rootlod with high numbers crashing the game Update default detailsprite material * Remove alpha testing and fix alpha fading of the detail sprites (rather than on/off "fading") Add missing CS:S painting textures Fixed $treeswaystatic not being copied to DepthWrite Add density sliders to fogui Undo changes to player_info_s CFixedCommandStorageBuffer bounds check Prevent NPE crashes with creating physics too soon * Entity:PhysicsInitBox and Sphere affected. Will throw console warning. Alias func_simpleladder to func_brush * Fixes L4D ladders not working Prevent infinite loops from EntityEmitSound hook Fix drive system not working fully in TTT Some HUD adjustments * Use 1440p HUD font size for 2560x1660, 4K remains unchanged * Make the notification font text slightly smaller, now better matches sizes between 1080p and 1440p with how it used to be @ 1080p Make Voice HUD use its own font + positioning fix * The voice panels no longer overlap ammo HUD at high resolutions
3 Hours Ago
merge mortar_prototype to main
3 Hours Ago
Some HUD adjustments * Use 1440p HUD font size for 2560x1660, 4K remains unchanged * Make the notification font text slightly smaller, now better matches sizes between 1080p and 1440p with how it used to be @ 1080p Make Voice HUD use its own font + positioning fix * The voice panels no longer overlap ammo HUD at high resolutions
3 Hours Ago
Regenerate protobuf serializers
3 Hours Ago
doubleconnect_eac_fix -> main
3 Hours Ago
Add extra guard rails to quick join so that spamming it wont connect multiple times to the same server. More changes to try and fix the EAC reconnect issue
3 Hours Ago
Fix animals not steering and scientists not facing target in unity nav mode
3 Hours Ago
Cleanup
3 Hours Ago
Merge from npc_gesture_heldentity_fix
3 Hours Ago
Fixed the issue with the near plane being incorrect for the spot light again, and fixed some issues with trying to get an instance from the render texture pool when there are none available
3 Hours Ago
merge from main
3 Hours Ago
Route regular server joins through the console command instead
4 Hours Ago
Bowless Crossbow - updated textures with new naming, added .skin file, updated prefabs
4 Hours Ago
bundle nuke prefabs - sometimes working? sometimes not?
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
initial BC pass - revert per-prefab overrides on BC controller, all modifications done on base prefab - controller setup for low iteration count with low root motion strength
5 Hours Ago
merge from weapon_refresh_salvaged_cleaver
5 Hours Ago
Subtract 146134 to bring back the new cleaver Keep source on directory conflicts, viewmodel.prefab auto-merged, looks good
Rin
5 Hours Ago
merge from main
Rin
5 Hours Ago
merge from weapon_refresh_salvaged_cleaver
5 Hours Ago
Skin pass for ice armour vest and mask
Rin
6 Hours Ago
merge from cave_large_medium_ladder_fix
Rin
6 Hours Ago
merge from wire_pooling_fix
6 Hours Ago
Merge from workbench_ugprades
Today
Rentable Shop F - LODs, shutter LODs, collision, proper prefab setup