143,590 Commits over 4,383 Days - 1.37cph!

Just Now
Merge from main
Just Now
merge from fix_assetscene_deepsea -> main
7 Minutes Ago
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14 Minutes Ago
Disable USE_POLYSOUP for UTIL_RescalePhysCollide Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
21 Minutes Ago
Potential fix for zombie NRE on _agent == null in tests
23 Minutes Ago
Potential fix for zombie NRE on _agent == null in tests
25 Minutes Ago
Enable STUDIO_DRAW_NO_SHADOWS for particle models "Render models" particle renderer sets up model lighting * Copied what "render_blobs" does from Portal 2. Nullout some render structs on creation Add NULL check to CBaseEntity::GetLuaEntity() Added Insurgency (Standalone) to mountable games list Some base_npcs.lua placeholders
31 Minutes Ago
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1 Hour Ago
Fix deep sea manager being put into the bootstrap scene - prevents all deep sea content needing to load before the menu is able to load
1 Hour Ago
Fix zombies breaking automated tests
1 Hour Ago
Fix zombies breaking automated tests
1 Hour Ago
fix ColorEx WithHDRIntensity, missing alpha copying
1 Hour Ago
Add throw timer, if the timer runs out before you click to throw, it'll throw for you - reticle changes colour and flashes when low time - UI has timer text display
2 Hours Ago
testlist
2 Hours Ago
Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities) - confirmed no longer packed into the AssetScene-props scene - removes 250k components for all 4 floating cities
2 Hours Ago
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
3 Hours Ago
Update: rewrite pool as a circular buffer with 0 locks Weirdly loses to ConcurrentBag in mono by 2x, but in CLR wins 4x >.> Going to poke around more ST avg: 0.62554ms MT avg: 9.92301ms (dafuq?!) Tests: ran unit and perf tests
3 Hours Ago
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
3 Hours Ago
Update(tests): AllocDeallocMT perf test scope annotations Tests: ran perf test
3 Hours Ago
Fix tutorial bear and unused sharks causing errors with new navmesh
3 Hours Ago
Bugfix: ensure Pool.Fill keeps items in use valid Tests: ran unit tests
4 Hours Ago
Merge from workbench_upgrades (Recycle balance pass, description updates)
4 Hours Ago
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4 Hours Ago
Merge to workbench_upgrades
4 Hours Ago
Balance pass of recycling the workbench components. Description update for prototype after increase in fail chance. Description update for Recycling upgrade.
4 Hours Ago
Added Ballistic helmet model, material, and textures. Set up prefabs.
4 Hours Ago
Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
5 Hours Ago
Synch trajectory lock state correctly for all control paths.
5 Hours Ago
Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
5 Hours Ago
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
5 Hours Ago
Salvaged Cleaver audio file tweaks
5 Hours Ago
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
5 Hours Ago
industrial garage door - minor texture tweak
5 Hours Ago
Adding extra wheel joints for bowless crossbow world rig
5 Hours Ago
bowless crossbow world model anims edited and arrowheads positions edited in bowless crossbow entity
5 Hours Ago
Update satellite control computer prefab with a desk and computer. Update mount/dismount/eye positions.
5 Hours Ago
Placeholder UI tweaks. Convar descent time. Rework UI flow.
5 Hours Ago
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5 Hours Ago
switched GPU instancing on
5 Hours Ago
fixed small gaps, fixed floating decals, set up renderlod, renderbatch & correct layer for shutters
6 Hours Ago
Updated w_sks and w_paintball_gun animators with reloadMotion setup
Today
industrial garage door - Gibs added - Prefab updated
Rin
Today
Fixed incorrect repair material
Today
Updated seismic sensor levels: - Mortar Shell: 2 - Fragmentation Mortar Shell: 1 - Cannonball: 1
Today
take closest point from 3 triangles references instead of testing all 3, centre point still tested against as well
Today
exported edited arm throw pose on 3p rock anims
Today
Fixed OOB error on testscenario_rocketsplash5_turretpod
Today
merge from automated_testing
Today
merge from automated_testing/export_optims
Today
Use Parallel and other crazy shit for allPrefabsWithMeshColliders/allPrefabsWithParticleSystem - 28s -> 4.3s Same for allBaseCombatEntityPrefabs - 4s -> 300ms + some micro optims in other tests