131,835 Commits over 4,232 Days - 1.30cph!

10 Days Ago
Client compile fix
10 Days Ago
- Added RPC name under the info section of RPC packets - Added global filters for server/client realms - Added packet type breakdown of the top packets - Clean restyle of the net graph
10 Days Ago
Command block tests
10 Days Ago
Added the old console to the new developer tool prefab for now
10 Days Ago
Added indirect instancing for the ballpit spheres
10 Days Ago
create GO for the client's physics scene to just hold a terrain collider (Terrain component not needed as it can reference the same TerrainData), should be able to share the static ignore grid still as well
10 Days Ago
Baseline, bootstrap spawns EngineUI2
10 Days Ago
Update vphysics to TF2-double version (Windows only) Adds PhysObj:GetBuoyancyRatio (returns 0 on Linux/OSX), Fixes PhysGun/GravityGun resetting buoyancy (Windows only)
10 Days Ago
Merging fpbuild related changes to main branch
11 Days Ago
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
10 Days Ago
Add a network graph
10 Days Ago
Setting up EngineUI2_DeveloperTools prefab
10 Days Ago
Implemented a simplified version of the ball pit physics in a test scene
10 Days Ago
Auto auth player on placing steering wheel
10 Days Ago
console tools
10 Days Ago
10 Days Ago
Burlap shirt repose/lods
10 Days Ago
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10 Days Ago
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10 Days Ago
plastic please
10 Days Ago
Renamed the prefabs
10 Days Ago
easel lods
10 Days Ago
Fix for texture issue on 3p m15
10 Days Ago
Add Invoke<T>, Invoke<T1,T2>, InvokeRepeatingWithHandle to use InvokeHandler without allocating garbage
10 Days Ago
WIP code, parameters, setup
10 Days Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
10 Days Ago
Console Info Panel
10 Days Ago
Merge from parent
10 Days Ago
merge from automatedtesting
10 Days Ago
Merge from parent
10 Days Ago
Merge from parent
10 Days Ago
new console items ui
10 Days Ago
merge from SeparatePhysicsScenes
10 Days Ago
That's all folks
10 Days Ago
Almost done...
10 Days Ago
Even more...
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More...
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More...
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Some more...
10 Days Ago
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10 Days Ago
merge from directional_foliage_displacement
10 Days Ago
merge from puzzle_reset_hotfix
10 Days Ago
merge from sort_fixes
10 Days Ago
merge from fix_terrain_nametags
10 Days Ago
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10 Days Ago
Fix displacement clamping
10 Days Ago
matrix optimized texture rez pass
10 Days Ago
Uploading in multiple parts because plastic can't handle... multiple files