144,573 Commits over 4,413 Days - 1.37cph!

Yesterday
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled) Fixed DoF dubbing changes not recording
Yesterday
Fix hole Remove with swapback for transform instance data
Yesterday
▆▉▉█▌ ▌▉█▄▊ ▍▅▄▋▉▅▅ ▉▌▅▄▉▄▉ ▆▇ ▋▌▅▊▄▋▉▉█▊▅▍▇▋▆
Yesterday
▊▆▌▆▇▍ ▄▍▌▇ ▅▇▇▆
Yesterday
Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on
Yesterday
Fixed wrong item id on ballistic vest
Yesterday
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
Yesterday
Replaced the old gesture based NPC wave with a new state on the child animator Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers Makes the process free if no players are around, saves around 0.03ms each invoke
Yesterday
Replaced the stack of 4 sub systems on the vendor with a single animator controller
Yesterday
Handle clearing hole maps when instance count drops to 0 Increase foliage hole sampling radius to prevent foliage in holes
Yesterday
fix player_model changes stomped in merge
Yesterday
Combined building planner and boat building planner, swap between using radial menu. IT doesnt actually swap though only the context menu works for now
Yesterday
Memory cell evaluator
Yesterday
Root combiner distributes drain evenly on batteries connected to its inputs
Yesterday
▌▆▍▉▊▅ ██▋ ▄▊▅ ▊█▍▍▊█ ▇▆ ▊ ▄▍▆█▋▆ ▋▆▅▇▄ ▇▅▅▌ ▆▊ ▇▉█▄▄▌▌▅▄ ▍▌ ▌▆▌ █▆▇▋▆▊ ▅▍ ▍▋▆ ▊▊▊▋▉▆
Yesterday
▆ ▇▌▍▇▉▅▍ █▍█▋▉▌▌ ▄▇▉▇▄▆▇█▆ ▅▌▊▌▇▋▆ ▆▅ ▄▅▋▋▊▋▌ ▅▅▇▉▇ █ ▄▍▉█▍▉ ▆▊▋ ▌▌▊▋█ ▌▆▉▋▊▆▊▉▋ ▄▆▋▋█▍▄▍▍ ▍▋▌▋▆ ▌▌▋ ▍█▆▆▌ ▅▌▇▄ ▌▊▊▌ ▄▌ ▉▅▉ ▅▆▋▌▋▋ ▍▍▊ ▄▊▅▍▊▌ ▍▆▅▆▉ ▆ ▅▌██ ▄█ ▆▄▌▌ ▆▉▋ ▋▊▍▄ ▋▉ ▆▍█▌▊▌▍▍▋▍ ▋▊▇▊▆▄▇▇
Yesterday
Evaluator refactoring
Yesterday
Some tooltips
Yesterday
Merge from auto_particle_cinematics
Yesterday
Compile fix
Yesterday
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
Yesterday
Branch and blocker evaluators Some cleanup and fixes
Yesterday
▍ ▆▄▍▄▆▌▍ ▊▋▅▌▍▉▄
Yesterday
█ ▍▇▋ ▉▇▇█▉█▇ ▄▆▄▇▊ ▄▆▍▆▆▊▍▄▋▆▋ ▉▆▊▋▆▅
Yesterday
merge from main
Yesterday
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring
Yesterday
Some model related merges from TF2 SDK/main Throw on some debug output
Yesterday
hackweek illuminated pressure pad; - placeholder model and emissive for pressure pad skin. - pad illuminates in the same fashion as the illuminated buttons when it has power supplied. https://files.facepunch.com/curtis/1b1211b1/12_05-05-ScholarlyYardant.mp4
Yesterday
Initial baseline to AudioSourceEntity Prefab setup, manifest, protos https://files.facepunch.com/raul/1b1111b1/11_20-53-MediumgoldenrodRoebuck.mp4
Yesterday
Unity 6.3.15f1
Yesterday
Merge from unity_6.3.11
Yesterday
Re-hide the recently unhidden "Failed to load" messages on Windows Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex Fix some more prediction errors * HL1 357 & crossbow zoom * HL2 crossbow zoom Fixed prediction errors with SLAM * Also fixed it not using world clicker aim angles * Fixed it trying to play non existent TripmineGrenade.StopSound * Disable unused "attach satchel" code (different from attach tripwire) * Disallow switching to tripwires or back while throwing/attaching slams Fixed prediction errors with HL1 satchel Predict hornet gun ammo regen Groundworkd for HLS RPG prediction error fixes (req networking changes) Rework missing Steamworks API checks * Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob" Fix 64bit high curtime HUD animations Turn some stuff to doubles in relation to networking * Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused) Add VPROF to CLuaGamemode::CallReturns Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex NPCs ignore spectating players Various changes from TF2 SDK * Adds CFuncNavCost::InputToggle Hammer input * Various fixes Restore hud_draw_fixed_reticle as alt texture for default crosshair Add Projects only build script for windows
Yesterday
Rework missing Steamworks API checks * Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob" Fix 64bit high curtime HUD animations Turn some stuff to doubles in relation to networking * Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused) Add VPROF to CLuaGamemode::CallReturns Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex NPCs ignore spectating players 64bit client and server build fully, launch, and run (using x86-64's LuaJIT) * CEF and LuaJIT remain 64bit CEF Various changes from TF2 SDK * Adds CFuncNavCost::InputToggle Hammer input * Various fixes Minor changes from x86-64 beta Restore hud_draw_fixed_reticle as alt texture for default crosshair
Yesterday
Finalized D. B fixes. Scene backup.
2 Days Ago
Fixed apartment lights having a bunch of unintended culling layers and causing warnings.
2 Days Ago
Various D fixes.
2 Days Ago
Cleaned C and set correct layers.
2 Days Ago
Update SetFlag to accept a specific update/send type. Makes it less easy to make the mistake of doing multiple send network updates in one go and allows for some neater one-line invokes Added some SetFlags methods that accept multiple flag set arguments, allows setting multiple flag values in one go before doing a single send and avoids multiple invokes of OnFlagsChanged
2 Days Ago
Shifted a sign for render order purposes.
2 Days Ago
Fix item pooling error when demo scrubbing (copying over flavien's changes)
2 Days Ago
Finalized A/B
2 Days Ago
Some reserialized metas
2 Days Ago
Updated some legacy input code to use the new input system
2 Days Ago
mosaic from previous hackweek
2 Days Ago
Lights only at night. More B fixes.
2 Days Ago
Layer fix
2 Days Ago
Merge fixes
2 Days Ago
Refactored stuff for the layer warning.
2 Days Ago
Merge from main
2 Days Ago
Subtracting dont_bake_on_load