125,608 Commits over 4,171 Days - 1.25cph!

2 Months Ago
Fix player nametags being visible through ceilings: - We no longer use the name tag world offset for vis check, just the bone position on its own. - Use neck instead of the head bone to fix cases where the head is slightly clipping into the ceiling.
2 Months Ago
Compass marker distance values.
2 Months Ago
2 Months Ago
Tuning for the new night contrast feature.
2 Months Ago
Localization update
2 Months Ago
Steam inventory page recycling
2 Months Ago
New SimpleIOEntity component, just has a required power amount, good for simple things like non physics based lights Applied to new wall cabinet
2 Months Ago
Fix skin viewer not working (need to use GameManager to instantiate)
2 Months Ago
Skip MoveGameObjectToScene if the target scene is unloading (errors on disconnect)
2 Months Ago
Fix AnimationEvents.DoEffect trying to instantiate invalid prefabs
2 Months Ago
Don't bother instantiating engine/menu/game UI when loaded from an asset scene, there's no need for a copy
2 Months Ago
Refactor child entity handling interface calls. Call them on server load.
2 Months Ago
More load fixes, including speed + mass
2 Months Ago
Correctly restore thrust point after a load
2 Months Ago
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2 Months Ago
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2 Months Ago
Reduce the number of log mesages kept in memory from 64K to 1K Switch to using a queue instead of always removing the first element from a list
2 Months Ago
Added new modding prefabs: Added ai_obstacle - prevents AI navigation Added monument Navmesh zone Added Animal AI spawners - Boar, stag, bear, polar bear, horse, tiger, croc, chicken etc Added NPC spawns - NPC Heavy, oilrig, fullany, Lr300
2 Months Ago
Delete BuildPrefabs (unused)
2 Months Ago
Merge from main
2 Months Ago
Disable using cached prefab list to build asset bundles
2 Months Ago
Fix NREs on disconnect due to the main scene (camera) unloading before entities using the camera to update
2 Months Ago
Split world spawn prefabs (monuments etc) into smaller asset scenes Lazy load world spawn asset scenes based on what's required on the map Unload world spawn prefabs to save memory when unloading bundles Get rid of async asset loading from FileSystem (unused now)
2 Months Ago
Mark divesite shipping container collision mesh as readable
2 Months Ago
Fix LastLODCollider label not working with skinned meshes Don't mark overly detailed last LODs as readable
2 Months Ago
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2 Months Ago
Revert ILPostProcessorHook to the main version
2 Months Ago
Revert ILPostProcessorHook, pushed by accident
2 Months Ago
Resetting your gesture wheel to default will only bind the gestures you own
2 Months Ago
Fixed being able to bind gestures you dont own when clicking
2 Months Ago
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2 Months Ago
merge from autoturret_optim
2 Months Ago
Fix the player becoming stuck in a specific place when reskinning the legacy wall to specfic variant.
2 Months Ago
merge from main
2 Months Ago
Fixed settings page padding wee styling change on gesture widgets
2 Months Ago
Remove one active sibling off all top level pages Fix crappy blur effect on rust plus modal Rewire up session modal after design changes Fix broken loading screen header after design changes
2 Months Ago
compile fix
2 Months Ago
Fixed gesture wheel order
2 Months Ago
Dont bother trying to update category buttons - have to redo it anyway
2 Months Ago
Fix play menu constantly turning itself off
2 Months Ago
Better spring motion Layout fixes
2 Months Ago
Gesture menu juice, spring motion on the dragged gesture Fixes
2 Months Ago
Removed TrueShadow auto defines
2 Months Ago
Bugfix: NPCAutoTurret now shoots when it's facing the target Caused by not implementing the same optimization as AutoTurret (while NPCAutoTurret depends on it). Tests: spawned `sentry.scientist.static` on craggy and became hostile to it - was shot within the whole 360 arc
2 Months Ago
2 Months Ago
Exposed TMP m_TextComponent in TMP_SubMeshUI for TrueShadow
2 Months Ago
Added TrueShadow
2 Months Ago
Merge: from main
2 Months Ago
Hack: BaseRaidBench - avoid flooding audio manager During benchmark, we create too many audio sources and don't clean them up with default budgets - so we up them abit. Tests: ran the benchmark - no longer grinds at 3fps
2 Months Ago
whitespace consistency pass Only build 32bit binaries for 32 bit Linux builds (dependencies) Unhide AIN loading errors from developer 1, make them warnings Move map.pack to cache/map_pack.bsp Since its a temp file that doesn't need to pile up in the root folder Disable 360.ain loading for preload Not sure if this code even runs, but just disable it Force mount HL2 episodic content on SRCDS Prevents "missing particle" warnings on start up