249,846 Commits over 3,959 Days - 2.63cph!

2 Months Ago
enemies find closest player can check enemy line of sight to player dont aggro target unless can see them enemy w/o aggro target pathfinds to nearest player
2 Months Ago
Leaderboard backup, run #15365
2 Months Ago
Allow the user to choose which UV set to use for AO map slot specifically in standard shaders
2 Months Ago
Map Updates / Dialogue Adjustments
2 Months Ago
Support min/max item def IDs for uploading item icons via the WorkshopIconRender component
2 Months Ago
rendersystemvulkan builds on all platforms lzma has inconsistent binary output dir
2 Months Ago
Map Updates
2 Months Ago
Vulkan: Exclusive fullscreen is only a thing on windows Vulkan: Pretty sure this compilation step in renderdevicevulkan goes unused now, checking once game boots again Add dxc & dxcompiler from Vulkan build, organize this all in win64/osxarm64 Add MoltenVK directly Vulkan adjustments for metal platform, OpenGL is nevermore on OSX
2 Months Ago
Updated icons for cinematic gestures (for preview in wheel)
2 Months Ago
fix room generation collection changed error move stuff to pathfinding class
2 Months Ago
Add a fork of CliWrap here that adds a way to access the Process instance to set affinity Automatically set server process affinity when running on a CPU with split 3D v-cache Increase timeout for running rcon commands from 10s to 30s
2 Months Ago
Fixed inputs not set to 0 when dismounting Added some debug to visualize forces wee impulse forward when jumping + some tweaks
2 Months Ago
Mach Dxcompiler binary not really compatible, might be tricky to use microsoft's dxc without dxil, a task for another day Add hlsl_shader_compiler_stub
2 Months Ago
platform_compile_base had this seemingly unused GUID identifier that was causing conflicts in both lzma and dxc winadapter Get WinAdapter working for Dxc
2 Months Ago
Remove some dead code that cause issues on clang, particles were all using wrong function signature, are these dead code too? Refactor stuff to work on linux/mac, mostly platform typos Shader compilation only on windows right now, dxc should support other platforms, add Mac version of dxcompiler lib anyway
2 Months Ago
Only subscribe to edits at detail level < 3
2 Months Ago
Persistence
2 Months Ago
format time better
2 Months Ago
Basic leaderboard + reset button
2 Months Ago
Main Menu wip
2 Months Ago
Restore minimal scene Improve death effect Gizmo icon Spikes
2 Months Ago
Added footstep events/sounds, player jump/land sound, ambience, and dsp filter
2 Months Ago
[REVIEW, DONT MERGE?] Cupertino/Penguin: Platform guards for fpxr and lipsync, this is the worst way to do this, should see a way for interopgen to have platform conditionals
2 Months Ago
Added road/tarmac tiled cube prefabs
2 Months Ago
Unsaved mat tweak
2 Months Ago
Update SpriteTools
2 Months Ago
Fix TilesetResource not hotloading when adding/removing tiles
2 Months Ago
Updated Glass_Type_Reinforced_4 - created material variant using previous underwater_lab_glass values
2 Months Ago
Cupertino/Penguin: Define Steam Audio directly, move SDL2 from Tier0 & Posix DLL Base to Posix Base
2 Months Ago
Fixed material changes on cube_glowing_cool + _warm prefabs
2 Months Ago
Remove old un-needed code
2 Months Ago
Hopefully fix issue with items spawning overlapped
2 Months Ago
Fix massive bullet shadows appearing for a frame on connected clients Only spawn rooms on network once finalized instead of after each attempt Toggle pathfinding overlay with a ConVar (defaults to false)
2 Months Ago
Cupertino/Penguin: Steam Audio 4.5.2 on all 3 platforms
2 Months Ago
NEON: MaxComponent doesn't exist, use Vector::LargestComponent() [DON'T MERGE] Stub out WindowsGlue, this should be on managed or we could use something like tinyfiledialogs Use ISO C++ instead of MSFT extensions for try catch on managed calls, double check if this is correct Cupertino/Penguin: Zip works with ISO-C++, use standard keywords in other stuff that was using MSFT standard Cupertino/Penguin: Cast some stuff properly, explicit casting, threadtools missing ThreadGetCurrentProcessId(), should fuck off with shapemanager Cupertino/Penguin: Wrap inputsystem stuff into windows conditionals, implement equivalent hopefully in SDL Clang doesn't like conditionals for this, make if else explicit wtf
2 Months Ago
Player can die Handle respawning with chain better, respawn checkpoint
2 Months Ago
show player grid pos show pathfinding debug
2 Months Ago
Increased Y inertia tensor to fix the residual rotation caused by gravity Reduced drag so the horse takes longer to decelerate from max speed to 0 after releasing inputs
2 Months Ago
Fixed DrawOverlay not running clientside Attempt fix filesystem threadpool again
2 Months Ago
Fixed crashes to do with NPC:TaskFail Apply vprof changes from x86-64 to do with ThreadId_t Fixed DrawOverlay not running clientside
2 Months Ago
Cupertino: Update VPC binary for OSX
2 Months Ago
Linux: Fix Makefile to build VPC on Linux (expects libSDL2 to be present system-wide) Linux: Define EXPLICIT macro for all compilers Linux: Make sure the `schemacompiler` is executable (because it wasn't)
2 Months Ago
Portal 2 Coop spawnpoints Some more Portal 2 map icons Added some logic entities logic_register_activator logic_coop_manager Serverside only entities that are generic enough to be useful outside of the game they come from. Bump default value of sbox_maxconstraints to 2000 Placeholder entities for Portal 2 excursion funnel and wheatley boss Added Hacked and Harmless Rollermine variants to spawnmenu Added new inputs/keyvalues to prop_vehicle_choreo_generic from P2 Inputs: SetCanShoot UseAttachmentEyes - doesnt work SetMaxPitch SetMinPitch SetMaxYaw SetMinYaw KVs: playercanshoot useattachmenteyes FIxed some minor memory leaks These are mostly in developer features to do with KeyValues, not normal gameplay Init m_rgflCoordinateFrame on creation clientside This fixes certain matrices being nulled out when they are not supposed to, such as prop_vehicle_choreo_generic look angles Do not EstimateAbsVelocity since we network it for every entity anyway prop_vehicle_choreo_generic SetCanShoot now lets you shoot Simply sets SetAllowWeaponsInVehicle on the player, rather than what Portal 2 was doing Add some more known backdoor URL to blacklist Added more entities from Portal 2 point_viewcontrol_multiplayer point_viewproxy npc_personality_core placeholder Do not set commentary to 0 on map start Since we removed the commentary system entirely Fix "material __error is missing" error on map load Delete __screenshot_internal Move "SOLID_VPHYSICS static prop with no vphysics" to developer 1 Fixed crashes to do with render groups Minor cleanups Update windows build scripts to have proper titles Builds 32-bit version using v142 tools as well And also build LuaJIT with specific toolset Fixed crashes to do with NPC:TaskFail Potentially fixed Linux SRCDS async file IO Potentially fix vprof on Linux SRCDS
2 Months Ago
Fixed NRE in SkeletonEditor
2 Months Ago
Changed rotations to use relative torque Added some friction and restored drag + speed and collider tweaks
2 Months Ago
Update clothing
2 Months Ago
Cupertino: libSDL2-2.0.0.dylib > libSDL2.dylib Cupertino: Target OSX 15.0 Cupertino/Penguin: Link SDL against tier0 too Cupertino/Penguin: MacOS can compile from sys/sysctrl.h just fine, remove vector.h from outside header guard in ssemath_impl
2 Months Ago
add support for multiple seasons, old legacy maps, legacy season, ui tweaks
2 Months Ago
Hide "available parties"
2 Months Ago
Linux: Remove `gendbg.sh` and `sourceindex_p4posix.py` from build process because we don't have them