138,505 Commits over 4,474 Days - 1.29cph!

9 Days Ago
metabolism_fixes -> main
9 Days Ago
Only advance the baseline when we report a change
9 Days Ago
Code cleanup
9 Days Ago
Fix comfort values being stuck at certain levels, fix food not always providing hunger and hydration benefits
9 Days Ago
blast door gib material fixes
9 Days Ago
merge from doorcontroller_restart_fix
9 Days Ago
Fixed door controller triggering on server restart
9 Days Ago
Mark physics debug concommands as cheats consistently Fixed level transitions inside a vehicle resetting player's move type * This was causing the player to drift off from vehicles on collisions. Minor cleanups and fixes Restored ability to store generated VPROF reports to a file Added requested vprof scopes (physics & networking) Switch texture memory debug vars to uint64 Make our Shotgun use sk_plr_num_shotgun_pellets * HL2DM shotgun was not using it, but HL2 one does. This is only for primary fire. Fixed an NPE crash with DebugDrawPhysCollide Lets try have Sandbox strip all weapons on spawn * it already strips all ammo before giving default ammo, seems logical to also strip all weapons before giving out the default ones. Make Player's MaxArmor save across level transitions Reset MaxArmor on player spawn (unless during level transition) Do not render $no_draw materials on models in depth pass Fixed a crash with game.MountGMA Fixed armor being stripped with hl2_episodic on level change Make player model Alyx use separate head material * Fixes Alyx NPC losing phong detail in the head material Minor changes to viewpostproces from TF2 SDK * Removes duplicate creation of mat_colorcorrection Delete serverside mat_hdr_tonemapscale & some related entity IO * Removes SetTonemapScale and BlendTonemapScale hammer inputs from env_tonemap_controller. These 2 inputs never actually functioned, especially in multiplayer, since they set mat_hdr_tonemapscale which is never read anywhere, and is reset every frame. Adjust texture panel header to scale with screen width
9 Days Ago
Fixed BlendTreeEventTrigger log spawm in editor while holding a crossbow
9 Days Ago
merge from horseprotection_leak_fix
9 Days Ago
merge from wallpaper_deploymismatch_fix
9 Days Ago
Fixed the train tunnels test scene and made it playable. Added a movable spawnpoint. Some basic whitebox layout for the control room
9 Days Ago
Fixed wallpaper construction switching mismatch
9 Days Ago
Stacked desks stage 3 collision plus LOD/gib polish to fix any holes or UV errors from cutting meshes apart
9 Days Ago
halloween costume mat setup
10 Days Ago
Added rabbit test asset, textures, animations, model, prefab and materials ready for testing.
10 Days Ago
halloween costume prefab conditionals
10 Days Ago
LOD stages for stacked desks monument blocker
10 Days Ago
viewmodel settings fixes
10 Days Ago
Viewmodel for halloween costume
10 Days Ago
Possible fix for apartments evicting players after a few minutes Reset lastRentPaymentTime and zero out any outstandingRent or timeRentOverdue when a new tenant rents out a room (was inheriting the last occupants values) Would have affected servers with 24h+ uptime more severely
Rin
10 Days Ago
merge from ClanActionResult_leak
Rin
10 Days Ago
merge from bannotification_date_fix
Rin
10 Days Ago
merge from raidwindow_convar_fix
Rin
10 Days Ago
merge from skinviewer_charms_fix
12 Days Ago
Setup RRP volumes/scripts for screen_blur and screen_blur_heavy for BlurManager Use _RRP keyword for UIBlurBackground and UIBlurBackgroundSpread shaders to toggle grab pass sampling (using a subshader seems to cause crashes) Add UI Blur profile to BlurManager with variable blurSize Add UIBackgroundBlur component to ingame menus Setup UIBackgroundBlur tweening to match old behaviour
12 Days Ago
optim: merge modules, running a bunch of anim jobs seems stupid expensive
12 Days Ago
Disable built in IK on all rigs/controllers so they both don't run at the same time, some things like twist bones still run - we need to switch away from humanoid avatars to fix that.
12 Days Ago
Add .DisableClans to editor iteration speed options, it keeps on locking up the local db whenever I recompile
12 Days Ago
Move everything into IK animation jobs, batch player movement -> commit it all at the end of the cycle. Stagger graph updates.
12 Days Ago
Cache estimated velocity in position lerp
12 Days Ago
optim SetFloatFixed, it was always setting values even if they were the same when interpolating tiny values.
12 Days Ago
Added wallpapers support to the skin viewer
12 Days Ago
Add Rubble on Barrels monument blocker stage meshes and colliders, gibs and prefabs still WIP/pending.
12 Days Ago
First pass on CliffSandbox dev scene to generate a procedural terrain heightmap and test cliff placements using the prefab's setup
12 Days Ago
merge from cui_fadeout_fix
12 Days Ago
Another potential fix to CUI fadeout Invoke not firing Reverted previous attempts
12 Days Ago
Bugfix: ensure rendering camera is facing same direction as apt cctv camera Tests: rented 602, looked into it - more stuff rendered
12 Days Ago
Implement ENTITY:OnTraceAttack for `ai` and `anim` type SENTs Minor cleanups Merged Pull Requests * Added dormancy check to gmod_light * Refactor cleanup tool UI to be more self contained * Update undo UI code to be more self contained and flicker less on refresh (not a PR) * TTT: Fix prepare state hooks running before map cleanup * Optimize path functions in string library * TTT: Use DistToSqr instead of Distance where possible * Micro optimizations for the menu * use ents.Iterator instead of ents.GetAll in a couple of places
12 Days Ago
Founders Door - texture update, lods, icon
12 Days Ago
Fix code files affected by the asset subtract
12 Days Ago
Subtract changes to scenes and prefab, as it caused an error in deep sea creation
12 Days Ago
Merge: from main
12 Days Ago
Clean: get rid of OcclusionCulling.DebugFilter We already had DebugMask that represented exactly the same Tests: compiles
12 Days Ago
Update: expose more of OcclusionCulling debug - got rid of original culling.debug clientvar (superseded by debugmask which accepts a bitmask value) - added debugscreenbounds (shows screenspace bounds + resolved LOD of hiz chain) - added printstats Most of this was available in the editor, should make it easier to sus out the specific conditions of bugs Tests: used all on craggy
12 Days Ago
Codegen
12 Days Ago
Fix raid window convars not persisting after restart
12 Days Ago
Try doing it in post load
12 Days Ago
Added materials for the Rubble on Barrels monument blockers
12 Days Ago
merge from cui_fadeout_fix