136,063 Commits over 4,444 Days - 1.28cph!

Today
Blocked tin can alarm in the apartment complex monument S2P
Today
merge from apartment_complext_monument/stove
Today
Merge from main
Today
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Today
Some cleanup, layers etc
Today
Merge from inventoryidle_animfix
Today
Another 32bit OSX compile error
Today
Fixed 32bit OSX compile error (probably)
Today
Small stove effects
Today
Small stove entity Some prep work for visual food
Today
fixed materials on workshopsource metal shop front
Today
merge from workshopskinnable_metal_shop_front
Today
Improve game server Steamworks error handing * "Unable to load Steam support library" should now tell you why * dedicated server workshop support now does some more failure checks Use new Steamworks API Init func on client that tells us what's wrong Rip out the HL2/Portal demo stuff * It was called some client Steamworks APIs on the game server, and just screw all that in general Fixed instances of SRCDS trying to use clientside Steamworks APIs * Fixes [SAPI FAIL] messages Disable MMX and 3DNow code * MMX was never used but still reported support, 3DNow is obsolete for 10+ years now * 3DNow was also only ever implemented on 32bit Windows builds * Removes r_sse2 concommand as well, no reason to allow disabling it really * Adds enable_fast_math from CS:GO (enabled by default) Splish splash some colors from x86-64 VPC to main * Easier to see what projects changed now
Today
merge from prototype -> apartment_complex_monument
Today
Fix bucket placement finally, so finicky
Today
Filter clan names on the leaderboard
Today
Added stove entity, basically an electric BBQ that starts cooking when theres food to cook. No need for power
Today
Low dismount ddraw duration from 1000s -> 30s - add convar `debugdismountduration` to control how long the ddraw is shown
Today
Implement multi-pass motion blur to match BiRP
Today
Fix motion vector global texture name to match BiRP
Today
Make CopyAttachmentsPass use AddUnsafePass and publish the result as global textures
Today
Merge from clan_bugfixes
Today
Also fix for CheckSphere( Realm )
Today
Fix BaseMountable CheckCapsule( Realm ) check not correctly filtering entities in CLIENT + SERVER mode - will ignore all entities in client mode instead of only skipping server entities
Today
Allow clan members to view score events in the default member role
Today
change how we're tracking viewmodel prev viewproj to not rely on BRP camera component
Today
implement the pass that composes the water motion vector texture with the camera's motion vector texture as we now have a camera motion vector texture in RRP also properly track the prev viewproj for water in RRP
Today
Disable rich text and escape characters in a bunch of places
Today
More helpful error messages for invalid text given as clan name, rank name, and player notes
Add 'raiding enabled' and 'raiding disabled' vitals
Yesterday
Make bucket chair use different mount pose
Yesterday
Fix Player gizmo when sitting on chair not working for rotation
Yesterday
Make the shit bucket in the small apartment mountable - make a new prefab for the chair
Yesterday
Swap the prop in the small apartment
Yesterday
Switch the large apartment fridge from the normal deployable fridge -> apartment specfic one
Yesterday
Fix drink priority being backwards
Yesterday
Yesterday
Add sink water source in small and medium apartments
Yesterday
Allow apartment sinks to show "Drink" first
Yesterday
Add code to show "Drink" as the first menu option instead of "Open"
Yesterday
games minifridge - textures updated - glass material update
Yesterday
Fixed above ground pool being able to be clipped into construction on placement
Yesterday
Add water source to the apartment kitchen sink
Yesterday
Add basement laundry sink and apartment water source prefabs - putting invisible 'water catcher" inside the apartment sinks so you can fill containers or drink from them & the plumbing sucks so it slowly fills
Yesterday
Fix PrefabPreProcess.RemoveChildEntities() throwing an NRE for double nested child entities
Yesterday
Fixed DeployVolumeOBB on the paddling pool - Only use 1 volume rather than 2. 1 volume now covers the base and slightly above the pool to prevent clipping into construction - Added vehicle large to the layers
Yesterday
Tidied up DeployVolumeOBBs and added the Construction layer on the fireplace so the left/right sides cannot clip through walls when placed
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
Fixed ancient floor spike setup that used 4 spheres for placement checks that had many gaps, allowing you to place spikes over small items. Now using a single box for the check.
Yesterday
Rename bathroom sink to bathroom vanity