131,027 Commits over 4,232 Days - 1.29cph!

Today
Update vphysics to TF2-double version (Windows only) Adds PhysObj:GetBuoyancyRatio (returns 0 on Linux/OSX), Fixes PhysGun/GravityGun resetting buoyancy (Windows only)
Today
Merging fpbuild related changes to main branch
Yesterday
Make net_error thread_local Fixed crashes to do with vehicle driver NPCs Foxed a potential issue with CNPC_Osprey Remove non existent entities from the FGD * Weapon_Brickbat, env_rotorwash, references to weapon_beerbottle, test_sidelist, npc_crabsynth, env_terrainmorph Change VPROF name for GetPathTime Make metrocops draw other types of pistols as well Fixed Combine Soldiers not walking/running with pistols/RPG Improve Metrocop behavior with the RPG * No longer tries to chase the player, go back to safe distance loop, etc. Combine Soldiers can walk/run with no weapon or melee weapons Breen acts like a combine when using weapons, instead of doing nothing Improve Hammer particle browser * No more random numbers in Used count, no more 13FPS, better layout, no more black background Revert "Do not rebuild node graph for workshop maps" Merge branch 'main' into prerelease Fix NPCs being unable to shoot the Alyx Gun Fixed some unfortunate regressions with vehicles Ship light_cagelight01_off.mdl with fixed physics Ship fixed physics for windmill_blade004b.mdl Ship dock_broken01a.mdl with fixed physics * No more bits sticking out Fixed StudioMDL crashing when creating folders for the model Fixed utilityconnecter006b/d.mdl physics Fixed certain NPCS constantly lowering their weapons after each burst Mossman/Kleiner/Breen/Eli Merge branch 'main' into prerelease
Add a network graph
Today
Setting up EngineUI2_DeveloperTools prefab
Today
Implemented a simplified version of the ball pit physics in a test scene
Today
Auto auth player on placing steering wheel
Today
console tools
Burlap shirt repose/lods
Today
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Today
plastic please
Today
Renamed the prefabs
Today
easel lods
Today
Fix for texture issue on 3p m15
Today
Add Invoke<T>, Invoke<T1,T2>, InvokeRepeatingWithHandle to use InvokeHandler without allocating garbage
Today
WIP code, parameters, setup
Today
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
Today
Console Info Panel
Today
Merge from parent
Today
merge from automatedtesting
Today
Merge from parent
Today
Merge from parent
Today
new console items ui
Today
merge from SeparatePhysicsScenes
Today
That's all folks
Today
Almost done...
Today
Even more...
Today
More...
Today
More...
Today
Some more...
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Today
merge from directional_foliage_displacement
Today
merge from puzzle_reset_hotfix
Today
merge from sort_fixes
Today
merge from fix_terrain_nametags
Today
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Today
Fix displacement clamping
Today
matrix optimized texture rez pass
Today
Uploading in multiple parts because plastic can't handle... multiple files
Today
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
Today
Move non r/w meshes into the private content bundle for server builds, removing them from the build Saves 360mb of memory on a freshly booted server
Today
Merge from main
Yesterday
Merge from main_merge_10_nov
Yesterday
Protobuf, code gen, phrases
Yesterday
Merge from main Fallback text merge on BaseEntity.Server and BasePlayer-Occlusion Stomp changes in generated files
Yesterday
Compute heightmap into small height max map texture Separate terrain compute bounds into render bounds and camera bounds for shadow cull testing Consider shadow casting in terrain culling step using a raycast with max region height
Yesterday
Merge from naval update