141,891 Commits over 4,383 Days - 1.35cph!

Today
▆ █▉▅▄▉ ▌▉▉▋ ▉▄█▅▌▍█▊▄▄▇▉▊▆▆▍▅▌▇▅▄█▍▅▍▍▄▉▇█▊
Today
▋ ▅▌▍ ▉▊█▄█▇ ▌▆▌ ▉▅▇▍▄▍▊ ▆▆█▍▅▇▇▆▄ ▇▊▅▉▅▉▌ ▆▌▆▍▌▇▄ ▆▅▍▊▆▄
Today
Merge: from unitask_reliable_taskpool - Optim: UniTask internal pooling now reliably caches items Tests: unit and perf tests, ran around Craggy with Jobs 3
Today
Optim: ensure UniTask.TaskPool reliably caches items - copied from repo at 88737fb5 Original version was written in wait-free fashion which permitted only 1 participant while failing others. Rewritten to be lock-free, which allows to guarantee pooling Tests: ran unit and perf tests. stuck breakpoints to confirm that repeated perf test invocation didn't have allocations. ran around craggy with jobs 3
Today
fixed draw distances on new static door prefabs and layer to world collisions for the apartment complex building
Today
Minor changes to entity classes Deletes C_BaseAnimating.m_bNoModelParticles (unused) Makes C_BaseEntity::m_fEffects, m_nRenderMode and m_nOldRenderMode private Removed C_BaseAnimating.SaveRagdollInfo, RetrieveRagdollInfo, m_bStoreRagdollInfo Moved some private/protected members around a bit (C_BaseEntity, C_BaseAnimating) Minor changes & cleanups * CBaseServerVehicle, CPropVehicleDriveable, CBaseAnimating rearranged some fields * CBasePlayer - rearranged some private fields * CHL2_Player - deleted UpdateLocatorPosition, SetLocatorTargetEntity, m_vecMissPositions, m_nNumMissPositions, m_AutoaimTimer, m_hLockedAutoAimEntity, m_hLocatorTargetEntity, m_flTimeNextLadderHint, DisplayLadderHudHint * CLogicPlayerProxy - removed defunct SetLocatorTargetEntity input * Restored mega grav gun armor reduction with hl2_episodic 1 Make "Unable to load module" give a reason in Windows More player and localplayerdata field reordering More field reshuffling * Deletes Panek::m_nHorizontalGradient, m_nVerticalGradient, m_nHorizontalGradientR, m_nVerticalGradientR (unused fields) Added ProjectedTexture:Get/SetSkipShadowUpdates Prevent invalid data in spawnmenu lists breaking search * Such as erroneously setting a weapon entry to a string or something Restore airboat speedometer thing Make "ProcessServerInfo failed" kick show a popup Update dxsuppor.cfg with some changes from HL2 cl_detaildist to 4096 high model & water detail for unknown cards Fixed r_rootlod with high numbers crashing the game Update default detailsprite material * Remove alpha testing and fix alpha fading of the detail sprites (rather than on/off "fading") Add missing CS:S painting textures Fixed $treeswaystatic not being copied to DepthWrite Add density sliders to fogui Undo changes to player_info_s CFixedCommandStorageBuffer bounds check Prevent NPE crashes with creating physics too soon * Entity:PhysicsInitBox and Sphere affected. Will throw console warning. Alias func_simpleladder to func_brush * Fixes L4D ladders not working Prevent infinite loops from EntityEmitSound hook Fix drive system not working fully in TTT Some HUD adjustments * Use 1440p HUD font size for 2560x1660, 4K remains unchanged * Make the notification font text slightly smaller, now better matches sizes between 1080p and 1440p with how it used to be @ 1080p Make Voice HUD use its own font + positioning fix * The voice panels no longer overlap ammo HUD at high resolutions
Today
merge mortar_prototype to main
Today
Some HUD adjustments * Use 1440p HUD font size for 2560x1660, 4K remains unchanged * Make the notification font text slightly smaller, now better matches sizes between 1080p and 1440p with how it used to be @ 1080p Make Voice HUD use its own font + positioning fix * The voice panels no longer overlap ammo HUD at high resolutions
Today
Regenerate protobuf serializers
doubleconnect_eac_fix -> main
Add extra guard rails to quick join so that spamming it wont connect multiple times to the same server. More changes to try and fix the EAC reconnect issue
Today
Fix animals not steering and scientists not facing target in unity nav mode
Cleanup
Merge from npc_gesture_heldentity_fix
Today
Fixed the issue with the near plane being incorrect for the spot light again, and fixed some issues with trying to get an instance from the render texture pool when there are none available
Today
merge from main
Route regular server joins through the console command instead
Today
Bowless Crossbow - updated textures with new naming, added .skin file, updated prefabs
Today
bundle nuke prefabs - sometimes working? sometimes not?
Today
▅ █▊▇▌▍▋ ▍▆▋▋▍▍▄▍ ▄▄▍▆▉▋ ▍▄▌▊▊ ▍▅ ▌▇▄▇▄█ █▋▊▅▋ ▅▍▄▅ ▆█▄▌ ▌█▇▇▋▋▄ ▊▆ ▇▋▋▆▄▊▄ ▌▊ ▇▌█▉ ▅█▌▅ ▅▊▊▋▌▇▉▋▅▊▉▍▇▉▄▌▆▇ ▌█▉▅▆▍▆▉▄
Today
▊ ▅▍▅▇▄ ▇█▅▇ ▍▆▆▉▆█▊▇▆▅▊▊▍█▉▍▅█▊▉▋▄▊█▅▋▌█▉▉▅▋
Today
initial BC pass - revert per-prefab overrides on BC controller, all modifications done on base prefab - controller setup for low iteration count with low root motion strength
Today
merge from weapon_refresh_salvaged_cleaver
Today
Subtract 146134 to bring back the new cleaver Keep source on directory conflicts, viewmodel.prefab auto-merged, looks good
Rin
Today
merge from main
Rin
Today
merge from weapon_refresh_salvaged_cleaver
Today
Skin pass for ice armour vest and mask
Rin
Today
merge from cave_large_medium_ladder_fix
Rin
Today
merge from wire_pooling_fix
Today
Merge from workbench_ugprades
Today
Rentable Shop F - LODs, shutter LODs, collision, proper prefab setup
Today
Merge from main
Today
Adding unity install step for each pipeline
Today
codegen
Today
merge from main
Today
Merge: from remove_netgroup_prealloc - Optim: NetGroup objects are now lazy allocated, saves 150MB Tests: ran unit tests, ran around on craggy
Today
Update: cleanup ClientVisibilityProvider when disconnecting from the server Tests: disconencted from local server
Today
Removed a ladder trigger that was blocking the way up in cave_large_medium - was missing trigger enable
Today
WIP fix for mounting players to small trophy Fix NRE, still not appearing though
Today
Merge: from main
Today
▋▌▉▅▇▇ ▉█▍▌ ▄█▇▊▌▆▍▆▅▍▄▇▌▌█▍▍█▄▋▆▍▌▇█▌
Today
▅▉▌▍▍▉▄▍ ▋▉▆▊ ▊▅▅▊▉▊▄▉ ▍▅▊█▇▇▅▌ ▋▍▌▋ █▇▅▌ ▆▅▆▅▅▌▍▆ ▆▆▌▅▅▉▆ ▌▋▄ ▌▄▍█▊▊ ▇▆▅ ▌▊▉▆▇▄▆▇▇█▍▇▄▅▇▅▄█▍▊ ▆▊▍▍▇▉ ▄▍ ▌▉▉▋▍ ▊▄▉▋ ▄▉ ▅▌▅▌█▌▊▌ ▍▉▆▊▅█ ▉▍▆ ▋▊ ▍ ▌▍▇▉▌▌ ▅█ ▇▄▋█▍▍▌
Today
▊▆▅▋█▊ ▊█▊▅ ▉▌▍▊
Today
Cinematic particle mode sets EffectRecycle play mode to looping Don't modify loop state on particle effect
Today
Cleanup, fixed some duplicated stuff from the shelves work
Today
Add blending between aimdir pitch and reload animation.
Today
Fixed some redirects
Today
Fix mortar controller transitions not having any conditions
Today
Added skinnable assets for half height and single height shelves to support future spraycan functionality Can't test right now as there's only one version of those entities
Today
Merge from main