137,346 Commits over 4,474 Days - 1.28cph!

5 Days Ago
Updated initial purchase cost of apartments: Small - 25 Medium - 75 Large - 200
5 Days Ago
resource.AddWorkshop bails when given empty/2char input * Also throws non halting error with `lua_strict` Make render.ComputeLighting normal optional * It's optional in engine, so Lua binding also has it optional Added CNavArea:GetLightIntensity * This commit also fixes `nav_update_lighting` not really doing much. This does mean that all existing nav meshes (that are generated by non L4D games basically) need to be updated to take advantage of this new function. Allow loading nav files from mountable games as fallback * Addons/BSP/local files will take precedence over mountable games. Yes, this also means slightly slower server map loads because we check more places now. Update flagrass/construct navmesh with lighting info Add VPROF scope to CBaseFileSystem::IsDirectory Try to cancel active WorkshopDL downloads when exiting mid-download * Steam has no direct API to do this, but was hinted that MarkDownloadedItemAsUnused may do it in the future. Do not search for spray cache in addons/mountable games Minor cleanups * Disable CNavMesh::GetPlacesFromNavFile (unused) * Remove Addon::FileHandle::FullFileName (unused) Lets try removing "addons" library * It just builds a subset of files from "addons_filesystem" and linked to menusystem.dll, which doesn't appear to need it Don't treat "workshop" and "" as valid addon names * For "files in this addon" search
5 Days Ago
Scene save
5 Days Ago
Fixed admire button regression
5 Days Ago
Cleaned up skin debug and made skins load over multiple frames to prevent big stall on opening the skin menu
5 Days Ago
Steam workshop skins now load correctly on items/wearables/worldmodel/viewmodel
5 Days Ago
satellite crates updates (textures, meshes, lods)
5 Days Ago
Shrink satellite kill radius to match the new (smaller) satellite model. Fix model offset so it is centered in prefab.
5 Days Ago
Compact some serialization
5 Days Ago
merge from snapping_revert_2
5 Days Ago
Fixed the issue with the lighting messing with the alpha of the CCTV UI render texture
5 Days Ago
Merge: from furniture_occlusion_fix - Reimplement previous bugfix to retain furniture culling Tests: rendeted and tried to run in and out, abused noclip, triggered bug once
5 Days Ago
Bugfix: restore furniture occlusion culling, check both occlusion state and appt flag Tests: rented 601, ran in and out, noclipped a bunch - was able to trigger it only once(abusing noclip) instead of constantly, should be better
5 Days Ago
Merge: from main
5 Days Ago
Only protect owners sleeping inside their own room, outside it they die like a normal safezone sleeper
5 Days Ago
added calf model materials and textures. all livestock animal textures meta files updated.
5 Days Ago
merge from furniture_occlusion_fix
5 Days Ago
Always show the static furnitures of rented rooms, temp fix for occlusion not working properly
5 Days Ago
Merge: from main
5 Days Ago
Merge from PlayerMaintainedMonuments
5 Days Ago
Update editor helper message for when shadows will be disabled on RendererLOD and MeshLOD due to recent change there Default value for serialized States in RendererLOD is now an empty array to stop it NRE spamming in editor when adding a new RendererLOD component Removed a garbage allocation in RendererLOD::NotifyLODChange
5 Days Ago
Ensure skin select panel gets updated immediately when a new item or wearable is selected. Redirect skins now working. Steam skins load when opening the skin menu for the first time
5 Days Ago
Tweaked various prop LOD distances that were popping in the corridors and lobby
5 Days Ago
Updated pool cue position in animations
5 Days Ago
Fix Scientist2 not spawning on deep sea islands
5 Days Ago
Fix deep sea islands having no navmesh if ai.move is false when deep sea opens
5 Days Ago
game_room_dlc -> game_room_dlc/pool
5 Days Ago
Merge: from renderbatch_meshlod_improv - Bugfix for basement doors not rendering Tests: booted into apartments island, checked all floors for doors not rendering. Checked room 101 - stuff was rendering
5 Days Ago
Bugfix: mark appartment doors a/b/c as dynamic - apartments S2P Since they move, they should've been dynamic, but it also causes them to be refreshed and have up to date occlusion state (but no idea why we need this - will chase up later) Tests: booted into apartments island, checked all floors for doors not rendering. Checekd room 101 - stuff was rendering
5 Days Ago
Skin selector UI and basic functionality to select an active item/wearable and then select a skin for it so the player, viewmodel and worldmodel all get skinned. Still need to get all Steam workshop skins and redirect skins working
5 Days Ago
gibs and entity setup for stacked terminal blocker
5 Days Ago
Fixed missing item ownership when buying the master key
5 Days Ago
Fixed mesh not culling on last lod
5 Days Ago
Added "Admire active viewmodel" button on the right, hotkeyed with `N`. Eyeball-aligned the text of the bottom right buttons for prettiness :sparkles:
5 Days Ago
Event updates on throw animation
5 Days Ago
Added a toggle radgoll button to kill the active player and fake a client-only ragdoll, disabling all BaseEntity and networking logic
5 Days Ago
launch site satellite office room progress
5 Days Ago
Merge from PlayerMaintainedMonuments/Heavy Fuse
5 Days Ago
Merge from targeting_refactor
5 Days Ago
Update supermarket loot fridge with new freezer asset S2P supermarket
5 Days Ago
Major refactor, moving shared/duplicated targeting data between client/server to a new CrashTargeting struct.
5 Days Ago
Update: add visible count to occlusion debug output Tests: used it on craggy while tweaking extra lod steps
5 Days Ago
Remove some unused code
5 Days Ago
Merge from partials
5 Days Ago
Fix SSAO issues when swapping between pipelines
5 Days Ago
Missed file
5 Days Ago
Partial and comment passes for SatelliteCrash
5 Days Ago
Comment cleanup pass
5 Days Ago
SatelliteControlComputer
5 Days Ago
clearing up a room for satellite control inside the main office building