140,185 Commits over 4,505 Days - 1.30cph!

60 Days Ago
Computer station UI is now scaled by the UI scale convar
60 Days Ago
merge from vending_purchase_clamping_fix
60 Days Ago
Another vending machine clamping consistency fix
60 Days Ago
merge from paintingui_fixes
60 Days Ago
Fixed painting mode not switching back to brush after picking a color at low FPS
60 Days Ago
Another fix
60 Days Ago
MeshPaintController.cs file formatting
60 Days Ago
Fixed random lines at low fps
60 Days Ago
merge from main
60 Days Ago
Optim: ServerCachePlayerInfo - don't cache isRunning Time to clean up all the extra args everywhere, having 10 param funcs is no bueno Tests: consistency tests
60 Days Ago
Optim: ServerCachePlayerInfo - don't cache onground and isflying Tests: ran unit consistency tests
60 Days Ago
Merge from mfm_u6
60 Days Ago
merge from skinviewer_turret
60 Days Ago
Fixed auto turret missing cover in the skin viewer
60 Days Ago
Merge from main
60 Days Ago
Merge from main
60 Days Ago
Merge from parent
60 Days Ago
Handle non-deferred cases Validate options against different renderpaths Make MotionVector AO settings consistent Use shared statics with original AO
2 Months Ago
Lighting WIP
2 Months Ago
Only allow one shop at a time
2 Months Ago
Fixed currency not being deposited in vending machine inventory
2 Months Ago
Remove duplicate COMPILE_TIME_ASSERT macro (oopsie)
2 Months Ago
Implement partial prediction latch resets from TF2 SDK/CS:GO * Makes prediction errors with weapons not reset every predictable variable, causing player position jolt. This is what HL2DM does now. Make player health non predictable * This makes sense, right? No other health/armor related variable is predicted, and you can't really predict health changes since they come from serverside only events. Fixed status bar scaling in Hammer Minor cleanups Fixed PCF particle colors using swapped endian-ness + Minor cleanups Fix ammo/net library not resetting serverside on disconnect Added cyclic reference test to net.WriteTable and util.TableToKeyValues Implemented chained command auto complete (Community Contribution)
2 Months Ago
Cobalt Statue - Added cobwebs and foliage to the prefab
2 Months Ago
merge from airfield_maintainable_features -> PlayerMaintainedMonuments
2 Months Ago
airfield scene to prefab - added mockup maintanables to monument for playtesting
2 Months Ago
merge from fix_compile_sim_parallel -> main
2 Months Ago
Fix compile simulator being slower after adding props file - rewriting prop file each time causes every project to be marked as dirty
2 Months Ago
fixes and improvements, created mockup prefab for playtesting
2 Months Ago
merge from videoplayer_fix
2 Months Ago
merge from fix_deepsea_terrain
2 Months Ago
merge from fix_compile_sim_parallel -> main
2 Months Ago
Time how long it takes to fetch define constants
2 Months Ago
Cherrypick CS 152617 (prevent dotnet processes lingering & fix MSBuild error messages not being printed)
2 Months Ago
Rename vent blocker entity for consistency Rebuild manifest
2 Months Ago
Fix monument blocker resource dispenser not respecting its melee protection stats Fixes an explosive damage only monument blocker still being able to take melee hits
2 Months Ago
Set correct motion vector shader in RRP settings
2 Months Ago
force runtime lookups to rebuild from the updated asset
2 Months Ago
Fix compile simulator not working in parallel mode - use CustomBeforeDirectoryBuildProps parameter to pass in a custom props file to overwrite BaseIntermediateOutputPath - accomplishes the same thing as passing in the BaseIntermediateOutputPath parameter used to - each platform is now in /Temp/CompileSimulation/{Platform} again like it used to be
2 Months Ago
delete leftover file from tropical 4, plastic somehow forgot it
2 Months Ago
Bugfix: accidentally used ducked instead of ducking modelstate, whoops Tests: ran consisntecy unit tests
2 Months Ago
Cobalt Statue - Added colliders and modified prefab settings
2 Months Ago
Optim: ServerCachePlayerInfo - stop caching isDucking Tests: AH consistency unit tests
2 Months Ago
Add TerrainToMesh source, simplify terrain baking process for deep sea + add it to s2p.
2 Months Ago
Fixed the final bloom pass's render texture size
2 Months Ago
Optim: ServerCachePlayerInfo - don't cache isOnLadder Tests: ran AH consistency unit tests
2 Months Ago
2 Months Ago
demo_compatability_layer -> main
2 Months Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
2 Months Ago
Also set telephones to be always powered - was setting them to not require power but that was only applying on the server