140,470 Commits over 4,352 Days - 1.34cph!

1 Year Ago
merge from main -> copy_paste_clientside_fixes
1 Year Ago
Set softcore max team size for 4 - also limits 4 players per TC and turret
1 Year Ago
Fix another NRE from wounding in softcore
1 Year Ago
Changeset 117626 optimizations (river / rail / road intersections)
1 Year Ago
merge from softcore_update/deployable_corpse
1 Year Ago
Fixed corpse data request issues Cleanup
1 Year Ago
Add texture streaming support to indirect instanced rendering
1 Year Ago
Remove local define for MAX_EDICT_BITS in net.lua Fixed HLS shotgun right click pump sounds desync Make zoom_sensitivity_ratio save across sessions.
1 Year Ago
Remove local define for MAX_EDICT_BITS in net.lua Fixed HLS shotgun right click pump sounds desync Make zoom_sensitivity_ratio save across sessions.
1 Year Ago
Test shelves - added small wall mounted shelf and big wall mounted shelf (using ali's prefab and the standart shelf prefab respectively for now)
1 Year Ago
merge from softcore_update/deployable_corpse
1 Year Ago
Enabled condition on TCs, so their corpses can be picked up broken
1 Year Ago
Fixed corpse pickup an open interaction using CanBuild instead of IsAuthed
1 Year Ago
Undo a certain change that could be causing crashes for 1 dude Apply a hack for bone manip level transitions Added `-noconclr` to disable srcds console colors Partially implement mat_ambient_light convars They require shader changes for LightmappedGeneric for full support, sigh Fixed regression with TTT team colors while spectating SpawnIcon.Copy copies tooltip & OpenMenuExtra mimics contenticon
1 Year Ago
SpawnIcon.Copy copies tooltip & OpenMenuExtra mimics contenticon
1 Year Ago
Added `-noconclr` to disable srcds console colors Partially implement mat_ambient_light convars They require shader changes for LightmappedGeneric for full support, sigh Fixed regression with TTT team colors while spectating
1 Year Ago
merge from softcore_update/deployable_corpse
1 Year Ago
Fixed corpses not being oriented properly when falling
1 Year Ago
Updated workshop OBJ models - Water purifier, Garage Door, Vending machine, Long Tshirt, Tshirt, Reactive Target, Table, Stone Hatchet, Stone Pickaxe, Spinning Wheel, Thompson, MP5
1 Year Ago
Update: translate ValidateMove to batched ValidateMoves Internally it's the same logic for now, as I've yet to properly intergrate TickInterpolatorCache and need to convert a lot of internal methods Tests: played back staging demo - got same numbers and no new errors
1 Year Ago
merge from softcore_update/deployable_corpse
1 Year Ago
Added ignoredEntity support to DeployVolumeOBB, fixes corpses hitting themselves when looking for valid pos Show the placement error when attempting to repair a corpse on an invalid pos Fixed sleepers not blocking corpse repairing Cleaner checks
1 Year Ago
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1 Year Ago
Update: made some caches stable across frames Tests: played back staging demo - no new errors and stats match expected
1 Year Ago
Apply a hack for bone manip level transitions
1 Year Ago
Corpses landing on invalid positions aren't killed anymore, they're just not repairable This prevents loot from being destroyed
1 Year Ago
Clean: simplify call Tests: none, trivial change
1 Year Ago
vertical_storage_test
1 Year Ago
wall shelf deployable for Mauro
1 Year Ago
Merge: from parallel_validatemove Tests: none
1 Year Ago
Merge: from parallel_validatemove - bugfix for invalid transforms in the cache - fallout from previous bugfix Tests: played back staging demo - counts as expected and no more errors about transform cache inconsistency
1 Year Ago
Bugfix: fix transform cache rebuild loop Previously threw away dirty indices too early, missing on some player cache changes Tests: played back the staging demo - no more error logs about transfomr cache inconsistency
1 Year Ago
Update: consolidate debug logic - Also ValidatePlayerCache fixed to actually check for native-null players I'm hoping I won't need this after tomorrow, but keeping it fixed to use for testing on staging for a bit Tests: ran through the staging demo - notifced it's picking up an issue from the prev merge, will fix shortly
1 Year Ago
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1 Year Ago
Undo a certain change that could be causing crashes for 1 dude
1 Year Ago
Testing vertical storage, replacing shelves and dropbox for now
1 Year Ago
Minor changes Improve memory usage of 64 bit client & server on Windows? The game no longer allocates 3GB on start.
1 Year Ago
Set all corpses repair costs to match repair bench repairing costs
1 Year Ago
Merge: from parallel_validatemove Tests: none, no conflicts
1 Year Ago
Smaller TC corpses
1 Year Ago
Players do not collide with deployable corpses anymore
1 Year Ago
Smaller workbench 3 corpse
1 Year Ago
Merge: from parallel_validatemove - Bugfix for null players in PlayerCache causing UsePlayerUpdateJobs to get disabled Tests: played back staging demo - got similar results
1 Year Ago
Clean: fixing broken whitespaces that I spotted with the merge Tests: none, trivial change
1 Year Ago
Merge: from main Tests: none, no conflicts
1 Year Ago
Bugfix: PlayerCache now tracks players that are removed from the server Original impl left a space where it could miss some of the players, leading to rogue nulls. Tests: played back staging demo - had same numbers
1 Year Ago
Corpses can be picked up, gives you the associated item with 0 health
1 Year Ago
Owners can now open container corpses to retrieve the loot without repairing