138,038 Commits over 4,324 Days - 1.33cph!

Don't do gamma correction on capbasecolor in hair dye collection
Initial hair work, set up for average skin set collection so not available by default (part 2)
Initial hair work, set up for average skin set collection so not available by default (part 1)
Today
Optimize sleeping bags - switch List<> of all sleeping bags on server to ListHashSet<> so Contains() and Remove() isn't slow - update methods to iterate through list of sleeping bags per player instead of old global list of all sleeping bags on server
Today
further SSS
Today
Tweaked some prefabs ground watch, fixing issues on boats
Today
merge from main
Today
merge from io_boats
Today
Flechette Gun aligns projectiles with world clicker Fixed buggy behavior of HL:S crossbow with its zoom * (By removing the "instant" attack mode) Fix HL:S crowbar hitsounds in multiplayer Alias some HL:S weapon killicons from HL2 ones Clear _rt_Camera texture to black on disconnect Clear water reflection/refraction textures when unused Ship fixed door models * Door03_Slotted - fixed skins not working, fixed opening animations not always playing correctly, added ep1 hardware type, fixed pushbar lighting * Door03 (Ep1) - added rusted texture skin from Door01 (fits the window cutout) * Door01 - added ep1 hardware type, fixed pushbar lighting Ship fixed Skin13 & 14 for doors * Fixed handlebar textures for both Implement pistol empty holster * Fixes the model having empty and non empty holster anim being tied to the same activity
Today
merge from hackweek_more_tests
Today
Fixed DeployVolumeEntityBounds showing editable bounds gizmos, its set to entity's bounds at preprocess
Today
Fixed 51 prefabs clipping with the vehicle_large layer, mostly IO stuff again
Today
merge from fix_roof_debris -> main
Today
Also add debris DeployVolume to the top of the normal roof
Today
merge from fix_roof_debris -> main
Today
Fix roof placement not being blocked by debris by adding a DeployVolume specifically looking for debris
Today
merge from main -> fix_roof_debris
Today
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Today
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Today
Clean: leave a note why we're not running water traces and raycs concurrently Tests: none, trivial change
- Region bug fixes - Ensure category button starts counting players again
Today
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Today
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 2/2
Today
phrases
Today
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 1/2
Today
Swap in improved IOSwitch Icons
Today
merge from fix_copy_paste_duplicate_entity/refactor -> main
Today
Go through the SetHeld flow for weapon scientists to allow the lights to be turned on by SetLightsOn
Today
Re-run codegen
More WIP: - Store closest regions to our local machine on start up so we can sort via distances to data centres - Fix has known region code - Ensure browser ping estimates are back on false - Region ranking system
Today
Update: remove TestLineOfSightBatched unit test as we never implemented the batched version (I think?) Tests: ran all GamePhysics.UnitTests - now they all green
Today
merge from main -> fix_copy_paste_duplicate_entity/refactor
Today
Correctly clear Busy state on BBS load (again)
Today
Fix some cases where scientists were still seeing you too easily through smoke
Today
merge from paste_autocomplete -> main
Today
List possible paste file names when using `paste` convar with an incomplete filename - don't actually autocomplete so we don't accidently paste a huge build unintentionally
Today
Further progress on the deploy volume tests, fix a bug which finds 20 more cases
Today
Fix naval scientist flashlight/lasersight not working
Today
merge from main
Today
Remove option to have transitions and state not receive a payload, it's less bug prone
Today
Increased BoatBuildingStation::GetStationOverlappingPosition grid query radius from 2 to 20, It must be large enough so the grid can always find the station regardless of where inside the build area we query from Fixes IO entities on land connectable to edit mode boat sometimes
Today
merge from wallpaper_playerboats
Today
Fixed pooling issue with wallpapers, make sure to reset the skin before applying
Today
Merge: from expand_perf_telem - Update: object work queues now send their budget time + an aggregate record - Update: frame_profiling now contains extra fields about invokes and a pre_lateupdate timing record Needs a bit of backend work to fully finish this. Tests: uploaded to backend, inspected what arrived
Today
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Today
Update: couple analytics fixes: - new TimeSpanExt.FromMicroseconds utility to get sub ms timespans - changed CSV data pushing to object_work_queue_2 and frame_profiling_2 - moved BudgetTime to be last field in the CSV blob for object_work_queue_2 Tests: inspected csvs on backend
Today
New deployable test to check things can't be placed clipping inside construction / boat construction Finds almost 100 cases
Today
Boxes DLC - LOD distances normalization pass
Yesterday
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