135,735 Commits over 4,444 Days - 1.27cph!

3 Days Ago
Merge from clothing_reskin_pool_fix
3 Days Ago
Fixed riot helmet front plate not getting reskinned properly in some circumstances (pooling issue)
5 Days Ago
merge from heater_fix
5 Days Ago
Fixed electric heater appearing ON after leaving and re entering network range
5 Days Ago
Prevent unoccupied rooms from being broken into - link apartment doors -> apartment on the client
5 Days Ago
merge from buildingerrors_fix
5 Days Ago
Remove unused/useless convars * tf_escort_score_rate, hud_airboathint_numentries Rework cvars.AddChangeCallback filter * Convars that cannot be identified as server only or client only now run the callback in both realms * protected convars no longer run this callback at all More cvar cleanups * Removed sv_hudhint_sound, striderbuster_magnetic_force_hunter, sniper_xbox_delay, systemlinkport, matchmakingport, xmove, xlook
5 Days Ago
merge from console_localtime
5 Days Ago
merge from stackedsteamitems_fix
5 Days Ago
neon carpet textures and icon update
5 Days Ago
ornate frame canvas gloss tweaks, made less glossy
5 Days Ago
Fix building errors/toast messages not showing up when a teammate is holding a planner, when building preview is enabled
5 Days Ago
toned down wrinkles on canvas a bit
5 Days Ago
Bunch of skin viewer framing fixes
5 Days Ago
Fixed stacked steam items showing as one single item in the steam inv menu
5 Days Ago
fixed industrial auto turret laser position
5 Days Ago
merge from workshopskinnable_metal_shop_front
5 Days Ago
Fixed console logs using UTC time instead of local time
5 Days Ago
Metal shop front , set up for workshop. Changed to two materials - front and back
5 Days Ago
Fix client/server version mismatch Lua errors with halo.lua changes
5 Days Ago
Fixed the popping issue with the wood stove. I was using meshlod on a mesh that had the number of materials change. I had to use RendererLod instead. That solved it.
5 Days Ago
Minor cleanup Fix client/server version mismatch Lua errors with halo.lua changes
5 Days Ago
Add support to break into rooms with a master key - one time use - takes 10s to break in - gives 5m access - can steal stuff from the rooms in that time - can let yourself out of the room if you are left inside
5 Days Ago
Update: use dirty indices for copy Test: none, trivial change
5 Days Ago
Glowing Wallpapers - ceiling stars update, initial setup for wall version
5 Days Ago
Update: propagate PlayerServerStates down to Antihack methods - updates unit tests for changed API Tests: unit & perf tests, ran around craggy
5 Days Ago
Add apartment master lock for breaking into apartments
5 Days Ago
added reverb settings and zones to all different apartment sizes
6 Days Ago
Fix OSX compile
6 Days Ago
defer completion of sculpting GUI collider baking until the next controller's update, it can be done entirely in the background without hollding the main thread
6 Days Ago
Minor compile warning fixes
6 Days Ago
Remove root transform name from path to gibs, was unnecessary and caused trip ups
6 Days Ago
oxygen_ui_flicker_fix -> main
6 Days Ago
Proper fix for dodgy flickering oxygen vitals Caused because we aren't sending as many metabolism updates after the optimizations
6 Days Ago
merge from main
6 Days Ago
pooltable new mesh - texture wip
6 Days Ago
Cobalt Statue - New collider for the metal parts
6 Days Ago
Fix monument blockers spawning all their gib stages on death
6 Days Ago
Disable motion blur because it's still a little broken
6 Days Ago
Add a simple motion blur implementation
6 Days Ago
merge from bc_better_scaling
6 Days Ago
Fix gibbable paths on vent cage blocker
6 Days Ago
frontier hazmat warning spam fix
6 Days Ago
Merge from ssao
6 Days Ago
Fixed NaN water heights when the map has no land Skip generation and fill with the open ocean defaults instead (happens on a deep sea with no main land spawned)
6 Days Ago
fixed frontier hazmat skin constraint setup on right side
6 Days Ago
Added Deep Sea scene, turns the server into a deep sea
6 Days Ago
Bugfix(tests): don't try to manage unit test specific PlayerStates, rely on internal static one (sadface) - also fix ServerOcclusionGroup tests not fully cleaning up players There's an architecture barrier that's hard to push through to support multiple PlayerStates, so keep it simple for now Tests: ran a bunch of unit tests, no longer sporadically failing
6 Days Ago
fixed mesh lod distance causing texture pop in
6 Days Ago
Disable BRP AO when using RRP Compile errors fixes Move temporal variables to SSAOApply step only Move RenderPassEvent to after motion vectors to fix temporal filtering