147,521 Commits over 4,444 Days - 1.38cph!

Yesterday
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Yesterday
Set fridge as powered by default inside apartments
Yesterday
Prevent players from picking up deployables inside monuments when they require building permission to pickup (aka all the beautiful entities I spawned inside apartment rooms)
Yesterday
Bugfix: missed a couple places where ModelState.Blocking is updated Tests: none, trivial change
Yesterday
merge from attachment_charms
Yesterday
Fixed skinviewer vertical drag clamping not clamping for real Tweaked charms lighting
Yesterday
vending_stats_text_fix -> main
Yesterday
Stop the text going blurry in the vending stats page
Yesterday
office light prefab & related files
Yesterday
Clean: fix up formatting crimes in BasePlayer-SaveLoad.cs Tests: none, trivial change
Yesterday
Update: duplicate ModelState.flags and ducking properties into their own arrays, keep them in sync with incoming model states Will allow me to removed caching of 5 properties in ServerCachePlayerInfo Tests: booted craggy
Yesterday
Keep the 'change accessory' button on selected items even if you dont have any charms unlocked So you can remove a charm on a picked up gun
Yesterday
- Rewrite of the demo compat system - General cleanup - Couple of weird editor only bugs fixed
Yesterday
Fix new mountable tests having the "Deployables" category, breaking deployable tests Minor cleanup, testlist
Yesterday
Set up (empty) camera motion vector pass
Yesterday
Merge from satellite_crash
Yesterday
Enable map zooming on the targeting map. Codegen.
Yesterday
Fix per-object motion vector pass
Yesterday
Add teleport2satellitecrashsite
Yesterday
main -> demo_compatability_layer
Yesterday
merge from main
Yesterday
Glowing Wallpapers - Ceiling stars WIP
Yesterday
camera_flash_fixes -> main
Yesterday
Optim: ServerCachePlayerInfo - don't cache IsCrawling, it can be deduced from PlayerFlags Tests: ran speed consistency unit test, ran around craggy, crawled while wounded - all's gud
Yesterday
Compile errors
Yesterday
Assign bed to apartment owner after the furniture is spawned in the room (when room is rented)
Yesterday
Minor 64bit compile warning fixes Remove test_freezeframe concommand Consistent usage of "64-bit" formatting in window titles Fixed a crash with TextEntry when going to the next word to the left Add some more map loading & other self checks Fix Airboat wake effect drawing in depth pass Remove FCVAR_ARCHIVE from sv_loadingurl * Don't want this to be saved on game clients. Fixed a bunch of unreferenced function warnings Fixed some minor compile warnings Completely remove the disabled Valve's ancient phonehome stuff Minor changes * Fixes for VS analysis warnings * Some merges from TF2 SDK VPC scripts Hammer tweaks * Minor fixes to layout of loading dialog * Prompt the user for a new name if picking an entity that has no name * Fixed "Make hollow" spin control not doing anything Minor cleanups * func_tank FGD descriptions Make Player:UnSpectate() clean up value set by Player:Spectate() * remove FSOLID_NOT_SOLID, remove EF_NODRAW, unhide HUD, enable damage. Only does this if observer mode was not already OBS_MODE_NONE * Prevent Player:Spectate() sending 3 useless usermessages to the player Minor cleanups + studiomdl.exe overflow checks Fixed MaxHealth not updating correctly in singleplayer for local player clientside Minor cleanups Update HLMV control panel layout to be less claustrophobic Fix HLMV crashes when no hitbox sets Potential crash fixes * Fixes a crash issue with HLMV, possibly some Hammer ones More potential crash fixes * probably a nothing burger, but maybe will catch one or two Hammer crashes Add addon ID to "Hidden Addon" title fallback Micro optimization for halo when rendering models with decals (PR) Fixed PlayerStartVoice not running for local player * Fixed local player volume being NaN for a split second when starting to talk Make mxSlider respect the tick count under modern v6 windows styles Make util.KeyValuesToTablePreserveOrder's all 0 keys check work like intended * make it only apply key replacement when ALL the keys are 0s, not just some keys. Maybe should delete this code entirely though? Remove trailing newline from certain disconnect messages Fix weapon_pistol prediction errors * its weird how it only happens on dedicated servers, but ANYWAY, fixed now. Mark some NPC related debug commands as cheats for consistency * Also fixes a crash with `ai_test_los`
Yesterday
Use the new method in SleepingBagCamper too
Yesterday
Refactor SleepingBag so code can reassign bags outside of RPC calls
Yesterday
Set upkeep terminal to only accept scrap (in the prefab)
Yesterday
Fix NRE from static list of client apartment buildings not being cleared when disconnecting - put it inside EntityRealmClient so it's cleared along the main list of entities
Yesterday
apartment_complex_core prefab set dressing progress
Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
simpler solution using space transformation without creating a new sim-space - root motion stored as a snapshot and lerped rather than using accumulated deltas, true stability - root motion of 0 now behaves perfectly with rotation, helping keep VM much more stable
Yesterday
merge from automated_test_entity_bounds_fixes
Yesterday
Refresh test list for merge
Yesterday
Clean: remove JobHandle IsValid extension This was a workaround for a Unity issue that was fixed in 6.3.14f1 Tests: none, trivial change
Yesterday
Optim: ServerCachePlayerInfo - only recache positional state if position changed from last call Tests: ran around on craggy, sawm, crouched. retried connecting couple times
Yesterday
Merge from main
Yesterday
Play a sound when you toggle the flash mode on the camera
Yesterday
Commenting out newer RRP bloom code that isn't currently in use and converted BRP Bloom's intensity from a clamped float parameter to a regular float parameter
Yesterday
Configured bloom settings for all RRP volumes
Yesterday
merge from fix_baseentity_query_nre -> main
Yesterday
monument blocker vent - renamed collision meshes, removed non-entity object
Yesterday
Added support for BRP bloom in RRP
Yesterday
When taking a picture show a black screen if you're not using flash and a white screen if you are
Yesterday
Fixed camera flash being off to the right
Yesterday
better scale handling, handles scale outside of direct controller->origin transform chain, with early exit to avoid extra work on non-scaled chains (majorative case) - also improvements to FrameUpdate overhead