139,050 Commits over 4,352 Days - 1.33cph!

5 Minutes Ago
Hide region text in connect modal - was a bigger issue than first thought
8 Minutes Ago
fix compile error
29 Minutes Ago
easter floorpaper style update
38 Minutes Ago
More very rough wip, now can support any held item if enabled. Enable on held torch as a test.
39 Minutes Ago
Removed GC alloc from packet send, added custom WebSocketSharp implementation that doesn't allocate on send, moved packet relay layer to thread
55 Minutes Ago
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1 Hour Ago
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1 Hour Ago
- Command list - Command button setup - Flex scroll setup
1 Hour Ago
Weapon mods now show individually on the radial menu, can be toggled individually.
1 Hour Ago
Moved undo button, added short undo history
1 Hour Ago
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2 Hours Ago
Populate radial menu for worn items. RPCs for toggling individual items. Individual worn item toggling now works.
2 Hours Ago
LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes
2 Hours Ago
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3 Hours Ago
Rustige Egg H - Updated icon
3 Hours Ago
avoid NRE when enabling indirect instancing
3 Hours Ago
Added support for optional vertex color tinting of the detail albedo on the standard shader
3 Hours Ago
merge from hamster_water_wheel -> waterwheel_deployable
3 Hours Ago
Tweaked UGC filtering panel toggle hitboxes
3 Hours Ago
Copy paste tab: added paste options panel to set the different paste convar settings Added undo button
3 Hours Ago
Tweaked item tab button hitboxes
3 Hours Ago
merge from main
3 Hours Ago
merge from main
4 Hours Ago
Furnace workshop effects controls
4 Hours Ago
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4 Hours Ago
Update(tests): add perf tests for serial and parallel UpdateSubscriptions Tests: ran it
4 Hours Ago
Updated storage box store page description
4 Hours Ago
remove redundant script, add EmissionToggle to bbq in deployable and workshop skinnable
4 Hours Ago
Rustige Egg H - Updated textures, updated model with LODs, updated icon (wip), general prefab setup
5 Hours Ago
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Today
Added Lua mesh skinning support * Added `mesh.BoneData( index, matrixId, weight )` * Added second argument to `Global.Mesh` - boneWeights * Added `IMesh:DrawSkinned( matrixTable )` Minor cleanups Fixed DrawSkinned affecting underwater rendering * By applying the model matrix to the Draw() call Some more than minor cleanups of probably unused stuff Fill remaining matrices with identity ones for DrawSkinned * In case some silly goober doesn't give it enough or gives none Fix handling of userdata members from tables Fix potential crash with malformed models Remove that unused code Potential micro optimization for trace filter tables Minor cleanup Fix last map not loading correctly if it's an addon map mesh.Begin throws errors with invalid primitive counts Fixed a crash with func_button and Sandbox drive system Lets try making r_radiosity default to 4 again Add some sanity checks to map loading Implement corrected limit checking for mesh.Begin w/ static meshes I.e. when giving mesh.Begin a mesh object, the limit becomes 65535 instead of 32768 Added second arg to IMesh:DrawSkinned - mult by model matrix Try to prevent crashes with weird .phy files Include tree_deciduous_card_01.mdl with the extra skin * Fixes some visual inconsistencies on HL2 maps Implement Panel:Clear for DPropertySheet/DCollapsibleCategory * DPropertySheet will clear all tabs and their associated panels (and calls OnActiveTabChanged with nil as new panel) * DCollapsibleCategory will avoid clearing its header, deletes everything else * DPropertySheet:CloseTab now also calls OnActiveTabChanged Flip order of operations for model matrix mult of DrawSkinned * Should fix angles affecting position Fix false positive on LoadLeafs data validity test Do not reset water reflection/refract textures when they are not used * From start of game, if expensive water is always disabled (or if the map doesn't have water to begin with), do not clear the RTs. (This would happen only once regardless) Fix a typo in DModelPanel
5 Hours Ago
Initial boilerplate setup, empty test radial menu, new radial menu type, keybind, etc.
5 Hours Ago
Prepare refactor to have multiple navmeshes in same world * new namespace for all new nav stuff to avoid confusion with old * separate global methods * navmesh instance methods * C++ wrapper methods * path helper methods * geometry helper methods
5 Hours Ago
Added support for multi-draw mesh motion vectors within the indirect instancing system
6 Hours Ago
Initial work on a command list page so we can see all commands natively in game (convars etc)
6 Hours Ago
Prepare work on moving navmesh
6 Hours Ago
Fix odd history inputs + odd history loading
Today
Update(tests): added consistency test for BasePlayer.UpdateSubscriptions - fixed a bug with stepping players who's timestamp is not due yet - Refactored serial code slightly to keep the structure consistent Tests: ran unit test
Today
more folder cleanup
Today
tidied up charms folde a little, added new sequential steam ids
Today
Bugfix(tests): when setting up a dummy server, ensure heighmap is also initialized Needed to accomodate recent changes with tunnel net groups Tests: perf test for snapshot deps now runs
Today
Apartment lights - updated textures
Today
Prevented indirect instancing from ignoring motion vectors for a draw call when its world bounds was set to have a center of zero
Today
add packet ref, tweaked array pool size
Today
merge from new_console-ui/copypaste
Today
Last fixes and tweaks
Today
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Today
updated apartment light textures
Today
Ascending/descending sorting for the list view Hovering the line shows the thumbnail Styling and layout tweaks, fixes
Today
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