126,056 Commits over 4,171 Days - 1.26cph!

Rewrite steer force system again (third times the charm) Boat position is merged with desired directional point before application Manifest
Today
`Find Uncompressed Textures` tool will now flag textures that have texture compression "enabled" except it's disabled due to the texture not being a power of 2 - will flag with big yellow prefix text in console that the texture is uncompressed due to not being a power of 2 + having mipmaps enabled - will include in the sum of texture memory being used by uncompressed textures
Today
Store page overlay are now using sprites instead of textures Converted all pages
Today
Store steam DLC atlases
Today
merge from cargo_oilrig_path_fix
Today
Applied 131183 in the correct branch - Make sure to not ignore non terrain colliders that aren’t oil rigs when generating the path
Today
merge from main
Today
merge from store_atlases/coverimage
Today
Frontier atlas
Today
Added support for sprite in CoverImage, fixes messed up UVs when using atlases
Today
Enable sprite packing on build
Today
M15 pistol (50MB)
Today
Exclude pack brandings assets from atlases, they need alpha and dont need to be POT Some fixes
Cleanup, compile errors
Today
Packed all the store media assets in POT atlases so they can be compressed as expected Disabled mip maps on some media assets that do not need it (fixed size)
Seek out targets that attack us eg if you're attacked by someone then set them as the target
Today
Move up #IF CLIENT
Add ai data to all rhibs
Today
Delete old mannequin folder - clone of the store mannequin folder under `TwitchDrops/` but unreferenced everywhere
Today
fix rotatable painting socket angle values
Today
Piper nigrum vines (27MB)
Today
Decor DLC wallpaper (42MB)
Today
Pilot ejector seat occlusion and normals (12MB)
Today
Pilot hazmat (120MB, though unsure how many textures were used in end product)
Today
Coconut gloves (20MB)
Today
Coconut torso armor (25MB)
Today
Enable streaming on mannequin textures (16MB)
Today
merge from menu_optims
Today
merge from menu_optims
Today
merge from hackweek_crosshair_customization
Today
Fix crosshair rendering below scope overlays
Today
Fixed virtual scrolls not building correctly during warmup because of the disabled scrollrects
Today
merge from main
Today
Completely refactor dynamic stuff. Get rid of "mode", split it into 2 new toggle settings, that can be configured independently: "Dynamic Visibility" - whether or not crosshair gets hidden when aiming/alt-looking/etc "Dynamic Spacing" - whether spacing changes to indicate accuracy Hook them up to settings menu & crosshair code packing
Today
Fixed using wrong enum as array index in prediction Bump MAX_CMD_RATE to 150 (from 100), to match update rate changes Minor cleanups Validate input range for FileObj:Read and FileObj:Write Fix regression with chatbox and some addons with weird behaviors Lightmapped_4WayBlend: Prevent invalid combo on Black Mesa maps Improve "Bad surface extents" crash message Minor VBSP cleanups VBSP: Uncomment -maxlightmapdim/-defaultluxelsize Update HTTP blacklist Iterate over changes to File:Read/Write * Moved warnings to lua_strict * File:Write & Read with invalid size will do nothing. * File:Read takes into account offset when size is not given Fixed maps compiled without VVIS not rendering any water surfaces
Today
merge from fix_streaming_wallpaper -> main
Today
Fix regression with chatbox and some addons with weird behaviors Lightmapped_4WayBlend: Prevent invalid combo on Black Mesa maps Improve "Bad surface extents" crash message Minor VBSP cleanups VBSP: Uncomment -maxlightmapdim/-defaultluxelsize Update HTTP blacklist Iterate over changes to File:Read/Write * Moved warnings to lua_strict * File:Write & Read with invalid size will do nothing. * File:Read takes into account offset when size is not given Fixed maps compiled without VVIS not rendering any water surfaces
Today
Enable texture streaming on wallpaper floors
Today
merge from rotatable_paintings -> main
Today
merge from main
Today
Filled all the refs in all takeovers, removed the direct page reference field
Today
Switched back store takeover page overlay references to GameObjectRef instead of using direct references
Today
Increase voxel resolution in navmesh tiles overlapping monuments, instead of having a different navmesh for scientists
naval_update -> scientist_boat_ai
Today
move colorpicker to separate assembly, refactor some jank third party code
Balancing forces like a fckn seesaw Target takes priority Avoidance is second unless its too close Wander forces as third
Fix chainsaw hit sounds not playing in first person
Today
First pass on dynamic nav obstacles