137,949 Commits over 4,474 Days - 1.28cph!

2 Months Ago
Assigned Mat to fbx
2 Months Ago
Added LODs to ballistic/bdu items, created worldmodels and icons for shirt, pants and vest.
2 Months Ago
Update: add debug only sentinel writing to playerInfos and playerSegments Tests: ran unit tests
2 Months Ago
merge in
2 Months Ago
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2 Months Ago
Fix gmod_launcher using wrong path for version.h
2 Months Ago
Update colliders on industrial garage door to exactly match those on original door
2 Months Ago
exported edited 3p holdtype jog/run animations from jerrycan to mp5
2 Months Ago
Remove duplicate cdll_int.h in engine.vpc Merge some missing changes from main Reduce alloc size in CGameClient::WriteGameSounds Hacks for P2P * I HATE this Update Steamworks API to version 1.64 Added "Downloaded" category to Addons menu * This lists ALL locally downloaded workshop items that are not currently subscribed to, such as those from server downloads (WorkshopDL) and steamworks.DownloadUGC * It also (unfortunately) appears to contain downloads for other Steam users on the same PC * You are able to mark stuff unused from the menu without having to wait for 2 weeks to for Steam to automatically delete the server downloaded content
2 Months Ago
Bugfix: fix tick being written to an index that didn't account for growth Tests: all unit tests pass
2 Months Ago
Update(tests): add TestTickGrowth2Players that also validates tick consistency after growth Tests: ran new test - fails as expected
2 Months Ago
fix 3rd person dart throw
2 Months Ago
Bugfix: avoid out of bounds read when growing array due to tick capacity exhaustion Tests: ran unit tests - no more failures (but there's an extra known bug)
2 Months Ago
Bufix(tests): TestTickGrowth - ensure all ticks are interpolated by picking a better reset point Tests: ran unit test
2 Months Ago
Minor cleanup Restore network compatiblity with main Hacks for P2P * I HATE this
2 Months Ago
Remaining cookies
2 Months Ago
cleanup, compiler fix
2 Months Ago
Update(tests): Adding TestTickGrowth - accumulates ticks past capacity This one catches out of bounds read during growth (but not the one expected) Tests: ran unit test
2 Months Ago
rework checks for determining which player is at the board, now uses userids and cached BasePlayers
2 Months Ago
Enable stopOnParentDestroy on bandage and syringe sounds to stop them from being audible after holstering
2 Months Ago
Update(tests): add TickInterpolatorCache stress unit test Slams 10k operations on it(add/remove player, move player, reset) - doesn't catch issues Tests: ran new test
2 Months Ago
Replaced static meshes in Kiosk C prefab with prefab versions. Organised hierarchy.
2 Months Ago
Buildfix: missing files from previous submit
2 Months Ago
Scene backup
2 Months Ago
Neon prefabs to default layer for ref probe purposes.
2 Months Ago
Clean: minor reaorganization + comments Tests: unit tests
2 Months Ago
Thicker door frame for entrance
2 Months Ago
gantry clean textures
2 Months Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
2 Months Ago
fix guard checks for when no player is mounted
2 Months Ago
Entrance a / removed overlapping geo
2 Months Ago
merge from main
2 Months Ago
Disable navmesh agent until it's used, this prevents unity complaining they are not on navmesh on spawn (which can happen with ai.move)
2 Months Ago
- Temp fix the electric furnace skin rendering in twitch drops - Get the workshop render to spill the beans when something doesn't work
2 Months Ago
cleanup rocket splash scenario prefab properly
2 Months Ago
Restore checking for playermodel persist anim next frame, current frame is too early for the animator states to have been updated Adjust clear playermodel anims to be slightly before the end of the bandage and syringe anims as they weren't being invoked at the very end
2 Months Ago
A, B, C lighting prefabs. Layer stuff for remaining interior shells. Scene backup.
2 Months Ago
Removed backfaces from apartment comples b entrance
2 Months Ago
merge from main
2 Months Ago
Updated the check for NVIDIA Reflex to be based on the support for DLSS, as the Reflex support check currently always returns null even for supported hardware, and the DLSS support query should cover the necessary hardware checks
2 Months Ago
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
2 Months Ago
HeldEntity sends RPC to client notifying it is going to be destroyed because its item has been spent. Use that to determine if we should persist the animation or not Fixes the animations persisting on syringes and bandages when they shouldn't be
2 Months Ago
Added shadow caching back to the experimental options tab in the MenuUI2_Settings prefab
2 Months Ago
Revert previous changes
2 Months Ago
main -> twitchdropsrenderer
2 Months Ago
Merge from main
2 Months Ago
Fix an NRE that occurs when because two skinnables were referencing the same entity prefab that had redirects to point at the same prefab
2 Months Ago
Fixed some issues with spot lights not rendering correctly with shadow caching enabled
2 Months Ago
Merge from main
2 Months Ago
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