131,293 Commits over 4,232 Days - 1.29cph!

Today
compile fixes
Today
breaking BaseSculpture down into multiple files, getting unmanageable
Today
Bump mp_decals default to 1024, add description Cleanups * Delete r_norefresh, CRender::m_frameStartTime, duplicate definition for mat_depthbias_normal Improve dedicated server workshop error handling Now loads the cache (overwriting) if ANY of the server collections fail to be retrieved. Fixed retry logic for Fixed decals not rendering in Hammer
Today
merge from pointgrid_to_sdf
Today
small cleanup
Today
Slightly broken attempt at parallelizing ball collisions
Today
Added `applygenes` admin command - applies a given gene sequence to the clone/seed in your hands
Today
Add stair specific deploy volume (was using u shaped stairs as a placeholder)
Today
Today
Item list tab: - Added Recents tab, holds the recently used items - Added a scrollbar - Fixed some bugs
Disable per item heights when a grid is used Fixed visibility calculations still expecting fixed height - use accumuative per row Use row math for height and spacing
Today
Clean: logic refactor in prep for multiple view support Tests: viewed BasePlayer::BoxTest
Today
Today
Snow jacket has armor inserts, buffed cold and melee resistances so it's a somewhat meaningful choice
Today
merge from boat_building
Today
merge from vehicle_large
Today
Steering wheel deployment volume improvements
Today
Allow planks to be placed nearer edges to make them more useful, based on previous feedback. Looks a bit odd right now though.
Today
manifest
Today
loud static phonebooth
Today
basic client->server sculpture update, removed serverside carving
Today
Small engine deploy volume improvements
Today
Sail deployment volume improvements
- Fix flex virtual scroll not calculating the correct top and bottom starting rows after dynamic cell changes - Increased the threshold for console messages to be put into the same bucket (1.5 seconds now) - Console messages will now group according to log type, multiple warnings will be grouped together etc
Today
Scene progress
Today
Plank groundwatch layer fix, deploy volume improvements.
Today
Cannon ground watch layer fix, deploy volume improvements.
Today
Loadout view, info and items styling
- VirtualScroll and FlexVirtualScroll now support elements with different heights - dynamic sizing - Console is now displaying properly
Today
Update: resolve addresses to methods/trampolines where possible - ServerPorfiler built from 18130132 A bit ugly, but don't care for now Tests: viewed BasePlayer::ServerUpdateParallel
Today
Ramp deploy layer fix
Yesterday
Tech Tree category setup - Weapon / Attire / Construction / Utility
Yesterday
hackweek arcade machine implemented special combination with flashing lights and all the things
Yesterday
Bone armour repose/lods
Yesterday
Bugfix: jump addresses are now valid - Also added ability to show opcode bytes - ServerProfiler built from 95cd43f7 Was due to invalid use of library API (I should've RTFMd) Tests: viewed BasePlayer::ServerUpdateParallel
Yesterday
bake GUI physics on a job thread without blocking
Yesterday
Add ladders back to boat building station.
Yesterday
Added PlayerBoat.PowerdownOnNoPlayers servervar. Can disable auto engine/sail shutdown for testing/cinematics
Yesterday
basically functional SDF in-GUI sculpting
Yesterday
Improved the `fillwater` command - Now able to fill up deployed liquid container being looked at, in addition to items in the hotbar - Clears old contents before adding, so you don't get stuck with the wrong water - Able to fill up water bucket, provided its equipped - Added reply feedback + description, cleaned up the code
Yesterday
hooked up kick hazmat icon to skinnable
Yesterday
Merge from vehicle_large
Yesterday
merge from boat_building
Yesterday
Anchor deployment fix
Yesterday
turning tesselation all the way down on the ice block, not needed as badly with the new method
Yesterday
clear with an overfit sdf mod rather than directly setting values, always enforce clear boundary values
Yesterday
Remaining layer fixes
Yesterday
Server tab
Yesterday
Floor & triangle floor layer fixes
Yesterday
floor & triangle floor layer fixes