147,553 Commits over 4,444 Days - 1.38cph!

10 Days Ago
FIxed rentable shop vm admin panel pointing to old admin menu Fixed new vm admin menu not being closable if the main menu isn't loaded (editor only issue) Fixed interaction flow for vending admin panel in rentable stores
10 Days Ago
Fixed wanted posters clearing the name when entering the deep sea
11 Days Ago
Simplified the "Deployable Snapping" dropdown to just two buttons
11 Days Ago
Removed a 444 byte allocation and 0.01ms cost every footstep figuring our if the player is barefoot (just calculate it once when we rebuild the player model)
11 Days Ago
Mark wearable renderers that are shadow only as update when offscreen, fixes some body parts culling in the local players shadow at some perspectives
11 Days Ago
Periodically recalculate the bounds on all of the skinned mesh renderers on a ragdoll so that the culilng bounds are up to date. (Every 9-10s) Should be more performant than just enabling Update when offscreen
11 Days Ago
First iteration of an automated system to find correct deployable snapping values. Will place a deployable against a ghost item in editor and calculate the perfect measurements
11 Days Ago
RRP contact shadows
11 Days Ago
Cleanup prefab path
11 Days Ago
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11 Days Ago
round up BDU projectile protection this time without a bunch of random shit changed
11 Days Ago
round up BDU projectile protection
11 Days Ago
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11 Days Ago
mp5 deploy update
11 Days Ago
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11 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
11 Days Ago
Do not try to init vaudio_speex when using Steam voice Build vaudio_speex on win64 for `sv_use_steam_voice 0` support Removed a bunch more Xbox360 GameUI code * Removes point_bonusmaps_accessor entity Update Workshop stats in Steam according to Steam constraints Prevent player.CreateNextBot and `bot` command in singleplayer Fixed SpawnIcon positioning for certain models (Community Contribution) Crossbow bolts tweaks * Fixed crossbow bolts hitting surrounding bounds of weapons and ammo/etc entities * Make hitting invulnerable props apply physics force to them. This was partially a bug with changes to being able to reflects bolts off of props. Fixed potential crashes in material system
11 Days Ago
update apartment_complex_monument/prototype
11 Days Ago
Deploy and shadow animation updates on rifles
11 Days Ago
debugging options for seeing thrown darts in debugcam, fixed logs, fixed prefabs of scoreboards, fix crashing in 2p postgame
11 Days Ago
Disable skin viewer view in hands button for held entities not using the viewmodel camera (cultist deer torch)
11 Days Ago
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11 Days Ago
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11 Days Ago
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11 Days Ago
Fixed guitare skin viewer framing
11 Days Ago
Fixed table skins not loading in the skin viewer
11 Days Ago
Ground floor mesh decals
11 Days Ago
fix 3p animations facing sideways oddly (turn off SpineIK on animation subsystem, apply extra rotation to anims)
11 Days Ago
Merge: from stringview_indexof_fix
11 Days Ago
Phrase update
11 Days Ago
Merge: from main
11 Days Ago
Initial attempt at a Train Ai that can patrol our existing rail network: - Based off the backend systems for Boat AI - Will reverse at dead ends - Will only work if theres a driver in the train car
11 Days Ago
Bugfix: StringView.IndexOf - prevent skipping a character if we had to abour a sequence match This affects Contains, Replace and IndexOfAny as well, as they depended on IndexOf Tests: ran unit tests, they pass
11 Days Ago
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11 Days Ago
Update(tests): add a unit test case for StringView.IndexOf failing edge case Tests: test fails as expected
11 Days Ago
Setup components to allow for holosight to hide its sight rail depending on gun it is attached to
11 Days Ago
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11 Days Ago
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11 Days Ago
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11 Days Ago
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11 Days Ago
Apartments compelx communal areas progress Ground floor lobby dressing and lighting
11 Days Ago
Probably fixed CGameClient::Reconnect Combine APC vehicle tweaks * Replace the vehicle entity with the big gib in undo/cleanup systems when the APC explodes * APC can now explode without a driver * Prevent potential crashes at entity limit Fixed m_UseFastClipping being set to a pseudo-random value on game start DxSupport tweaks * Reduce cl_detaildist to 3k from 4k * Delete dxsupport_sp, dxsupport_episodic (unused files) * Load the dxsupport.cfg from bin/ always, not from bin/win64/ for 64bit and bin/ for 32bit * Disable support for dxsupport_override.cfg (unnecessary) Fixed DxSupport loader parsing numbers from hex to decimal twice * KeyValues system already magically parses 0xFFFF type strings into a float, so ReadHexValue doesn't need to exist anymore. Remove obsolete convars from dxsupport * mat_parallaxmap, r_decal_cullsize Fixes for 64bit Hammer displacement tools Fix annoying compile warnings about hiding global/member with same name Fixed VBSP not being able to "render" LightmappedGeneric_4WayBlend Hammer tweaks & fixes * Prevent spam about missing $spriteFrame * Fixed sprites with the same material only ever rendering with one render mode, even if different sprite entities use different render modes with the same material * Make env_sprite placeholder box different color from env_sprite_clientside * Sprite helpers inherit entity color, so env_sprite's show correct color Fixed Hammer carve wiping all overlay faces, even if they are not carved * Also fixed undo breaking info_decal preview (NOT OVERLAYS!!!) Delete dxsupport files from bin/win64/ (no longer used) Move vtex.ico into src/utils/vtex/ from game/bin/
11 Days Ago
fix underwater post processing not working in proc map
11 Days Ago
Flare fix
11 Days Ago
Fixed issue allow random position to fall outside of the targeting radius. Reworked to also be more random and less weighted around center of targeting radius.
11 Days Ago
Cherrypick 152932, 153053, 153256, 153278, 153279 onto new branch
11 Days Ago
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11 Days Ago
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11 Days Ago
merge from main -> apartment_complex_monument