145,079 Commits over 4,413 Days - 1.37cph!

Yesterday
Fix VS putting the wrong class name
Yesterday
Add profiler samples
Yesterday
Fix heap watermark allocation of 280MB when generating textures on startup - switch from using managed array buffers in GenerateTextures() to NativeArray + Get/SetPixelData()
Yesterday
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Yesterday
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Yesterday
lod baker: distinguish identical mesh names
Yesterday
merge from server_browser_description_loading_fix
Yesterday
Lighting prefabs
Yesterday
Update Facepunch.Steamworks (22b352e) Fixes the initial challenge request for A2S_RULES queries using the A2S_PLAYERS byte, causing server info in the browser to fail to load in some cases Important: Server hosts need to ensure they use the A2S challenge mechanism correctly, otherwise their server's info / descriptions WILL NOT load
Yesterday
Fixed scroll speed issues
Yesterday
Fixed 3D view selection in 64bit Hammer + minor fixes More minor Hammer fixes Even more Hammer and 64bit related fixes and merges More Hammer Cleanups * Prevent hammer from writing raytraced preview to .tga files, seems unnecessary? Minor fixes for 64bit builds
Yesterday
industrial garage door; - fixed wire on door error, was a missing reference to root on closed collider and reference to deployable
Yesterday
updated 3p talking anim
Yesterday
cinematic animator updates
Yesterday
industrial garage door; - fixed busy state model popping with the finished states. Should now be seamless between states.
Yesterday
industrial garage door; - colliders fix
Yesterday
Glass AR - blockout mesh, initial prefab setup
Yesterday
Update skinnable fileIDs
Yesterday
merge from fix_steam_nickname_team_cache -> main
Yesterday
Codegen
Yesterday
Listen for steam name updates via SteamFriends.OnPersonaStateChange instead of trying to clear cache every 30s after startup - should prevent issues of cache being stale for ~5m sometimes making the issue more confusing - still clear cache every 5m to be safe
Yesterday
Fix team nickname cache not being invalidated when adding/removing teammates or changing team - I think this is the source of a lot of the weirdness: NameHelper caching names before you join their team on the server
Yesterday
stool A, B , C, D col shape improvements
Yesterday
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Yesterday
merge from fix_prevent_building_monument_scale -> main
Yesterday
Yesterday
exported updated 3p jump north animation
Yesterday
Bunch more rework/refactor
Yesterday
Cherry picking commits from ai_recast_integration
Yesterday
reduced physics log level from "verbose" (the default) to "default" (which isn't the default) - also disable OnTriggerStay event generation because we don't use it and shouldn't
Yesterday
medium apartment lods
Yesterday
Renames
Yesterday
Some UI refactor, dedicated prefabs. More cleanup, add convar to toggle free scrap/power up.
Yesterday
removed unneeded stuff for FakePlayer
Yesterday
Updating ghost sheet to fix burst cloth stuttering
Yesterday
exported updated 3p sprint animation and edited dragon launcher backpack holster position
Yesterday
Merge from .../batch_renderer_group
Yesterday
Added new sounds for the bowless crossbow
Yesterday
Manifest
Yesterday
Industrial Torch - Updated model, added placeholder textures, redefined material separation and on/off setup, removed old meshes and materials
Yesterday
Debug command
Yesterday
Russian roulette prototype wip
Yesterday
- Show cue - Add line renderer to show where you're aiming
Yesterday
fake player improvements
Yesterday
Fixed missing transparency in apartment interior trims (for steps)
Yesterday
Fixing FPBuild path var in unity tests step in Jenkinsfile
Yesterday
penthouse decals cont
Yesterday
merge from PlayerRigUpdate2/asset_cleanup
Yesterday
Delete old player textures
Yesterday
medium apartment collision