137,197 Commits over 4,474 Days - 1.28cph!

49 Minutes Ago
Train tunnels additonal rooms / early whitebox progress
1 Hour Ago
Updated initial purchase cost of apartments: Small - 25 Medium - 75 Large - 200
1 Hour Ago
resource.AddWorkshop bails when given empty/2char input * Also throws non halting error with `lua_strict` Make render.ComputeLighting normal optional * It's optional in engine, so Lua binding also has it optional Added CNavArea:GetLightIntensity * This commit also fixes `nav_update_lighting` not really doing much. This does mean that all existing nav meshes (that are generated by non L4D games basically) need to be updated to take advantage of this new function. Allow loading nav files from mountable games as fallback * Addons/BSP/local files will take precedence over mountable games. Yes, this also means slightly slower server map loads because we check more places now. Update flagrass/construct navmesh with lighting info Add VPROF scope to CBaseFileSystem::IsDirectory Try to cancel active WorkshopDL downloads when exiting mid-download * Steam has no direct API to do this, but was hinted that MarkDownloadedItemAsUnused may do it in the future. Do not search for spray cache in addons/mountable games Minor cleanups * Disable CNavMesh::GetPlacesFromNavFile (unused) * Remove Addon::FileHandle::FullFileName (unused) Lets try removing "addons" library * It just builds a subset of files from "addons_filesystem" and linked to menusystem.dll, which doesn't appear to need it Don't treat "workshop" and "" as valid addon names * For "files in this addon" search
2 Hours Ago
Scene save
2 Hours Ago
Fixed admire button regression
3 Hours Ago
Cleaned up skin debug and made skins load over multiple frames to prevent big stall on opening the skin menu
3 Hours Ago
Steam workshop skins now load correctly on items/wearables/worldmodel/viewmodel
3 Hours Ago
satellite crates updates (textures, meshes, lods)
5 Hours Ago
Shrink satellite kill radius to match the new (smaller) satellite model. Fix model offset so it is centered in prefab.
5 Hours Ago
Compact some serialization
6 Hours Ago
merge from snapping_revert_2
Today
Fixed the issue with the lighting messing with the alpha of the CCTV UI render texture
Today
Merge: from furniture_occlusion_fix - Reimplement previous bugfix to retain furniture culling Tests: rendeted and tried to run in and out, abused noclip, triggered bug once
Today
Bugfix: restore furniture occlusion culling, check both occlusion state and appt flag Tests: rented 601, ran in and out, noclipped a bunch - was able to trigger it only once(abusing noclip) instead of constantly, should be better
Today
Merge: from main
Only protect owners sleeping inside their own room, outside it they die like a normal safezone sleeper
Today
added calf model materials and textures. all livestock animal textures meta files updated.
Today
merge from furniture_occlusion_fix
Today
Always show the static furnitures of rented rooms, temp fix for occlusion not working properly
Today
Merge: from main
Merge from PlayerMaintainedMonuments
Update editor helper message for when shadows will be disabled on RendererLOD and MeshLOD due to recent change there Default value for serialized States in RendererLOD is now an empty array to stop it NRE spamming in editor when adding a new RendererLOD component Removed a garbage allocation in RendererLOD::NotifyLODChange
Today
Ensure skin select panel gets updated immediately when a new item or wearable is selected. Redirect skins now working. Steam skins load when opening the skin menu for the first time
Today
Tweaked various prop LOD distances that were popping in the corridors and lobby
Today
Updated pool cue position in animations
Today
Fix Scientist2 not spawning on deep sea islands
Today
Fix deep sea islands having no navmesh if ai.move is false when deep sea opens
game_room_dlc -> game_room_dlc/pool
Today
Merge: from renderbatch_meshlod_improv - Bugfix for basement doors not rendering Tests: booted into apartments island, checked all floors for doors not rendering. Checked room 101 - stuff was rendering
Today
Bugfix: mark appartment doors a/b/c as dynamic - apartments S2P Since they move, they should've been dynamic, but it also causes them to be refreshed and have up to date occlusion state (but no idea why we need this - will chase up later) Tests: booted into apartments island, checked all floors for doors not rendering. Checekd room 101 - stuff was rendering
Today
Skin selector UI and basic functionality to select an active item/wearable and then select a skin for it so the player, viewmodel and worldmodel all get skinned. Still need to get all Steam workshop skins and redirect skins working
Today
gibs and entity setup for stacked terminal blocker
Today
Fixed missing item ownership when buying the master key
Today
Fixed mesh not culling on last lod
Today
Added "Admire active viewmodel" button on the right, hotkeyed with `N`. Eyeball-aligned the text of the bottom right buttons for prettiness :sparkles:
Today
Event updates on throw animation
Today
Added a toggle radgoll button to kill the active player and fake a client-only ragdoll, disabling all BaseEntity and networking logic
Today
launch site satellite office room progress
Merge from PlayerMaintainedMonuments/Heavy Fuse
Today
Merge from targeting_refactor
Update supermarket loot fridge with new freezer asset S2P supermarket
Today
Major refactor, moving shared/duplicated targeting data between client/server to a new CrashTargeting struct.
Today
Update: add visible count to occlusion debug output Tests: used it on craggy while tweaking extra lod steps
Today
Remove some unused code
Today
Merge from partials
Today
Fix SSAO issues when swapping between pipelines
Today
Missed file
Today
Partial and comment passes for SatelliteCrash
Today
Comment cleanup pass
Today
SatelliteControlComputer