136,562 Commits over 4,444 Days - 1.28cph!

9 Days Ago
Added reverb zones to complex_b and damaged_wing
9 Days Ago
Remove specific WINVER targets for Windows builds * Was 501 (WinXP) for 32bit builds, and 601 for 64bit builds, now should default to Win10 target * Fixes Hammer not building due to usage of DPI functions
9 Days Ago
FPV Goggles - Initial prefab setup, added placeholder model, ran manifest, added localization, mesh not visible on player yet
9 Days Ago
Switch BannedServers over to the shared HttpClient too (even though it's not frequently called)
9 Days Ago
Lighting prefab. Exit sign layer shift to stop it from being reflection probed.
9 Days Ago
SatellitePendingCrashSite prefab fixes
9 Days Ago
Fix compile error after merge
9 Days Ago
vending_stats_crash_fix -> main
9 Days Ago
vending_stats_page_fix -> main
9 Days Ago
merge from main -> fix_server_browser_compression/http_client
9 Days Ago
- Remove some test code in for disk - Add using statements
9 Days Ago
Fix foliage rendering with camera motion blur
9 Days Ago
apartment complex HLOD and S2P some material saves
9 Days Ago
Metas doing my head in
9 Days Ago
placed new decals in core and wing of apartment building
9 Days Ago
monument blockers -- vent: added second material, added & set up collapse entity, re-exported and renamed all the model parts
9 Days Ago
Hammer DPI scaling improvements KeyValuesToTablePreserveOrder further tweak * Do not turn 0 to 1 key if there's only 1 key Fixed Hammer Entity KeyValue names drawing over the second column Implement partial prediction latch resets from TF2 SDK/CS:GO * Makes prediction errors with weapons not reset every predictable variable, causing player position jolt. This is what HL2DM does now. Make player health non predictable * This makes sense, right? No other health/armor related variable is predicted, and you can't really predict health changes since they come from serverside only events. Fixed status bar scaling in Hammer Minor cleanups Fix ammo/net library not resetting serverside on disconnect Added cyclic reference test to net.WriteTable and util.TableToKeyValues Implemented chained command auto complete (Community Contribution) Minor compile warning fixes Fix OSX compile Minor cleanup Fixed 64bit studiomdl crashing due to recent changes
9 Days Ago
Fix the vending stats page from crashing in certain cases. Stats code was double freeing pooled data
9 Days Ago
Fixed discord signout button showing under the social menu
9 Days Ago
- Updated subsystem with bespoke animator - Removed holdtype controllers - Updated entity
10 Days Ago
main -> game_room_dlc
10 Days Ago
set of projected decals graffiti for the apartment complex interior areas
10 Days Ago
Communal area core LODs/mesh fixes/baked LODs/COL and prefabs
10 Days Ago
Cache the button attribute lookup on AnimationSubSystems editor, improves some GC while inspecting sub systems at runtime (but performance is still terrible for some reason) Fixed telephone using wrong player animation Fix phone handle alignment with r_prop Converted deployable telephone to MeshLOD, removed an array of transforms from the component and 15kb from the prefab
10 Days Ago
Stop duplicate stats pages opening on top of each other
10 Days Ago
Compile fix
10 Days Ago
convar_odd_lookup_behaviour -> main
10 Days Ago
Fix 'global.x' console commands leaking into other namespaces The console's "global namespace" shortcut was also firing for explicitly-qualified input - Add unit test
10 Days Ago
switched triangle stream for just an edge stream, gives burst a cleaner loop so it's twice as quick
10 Days Ago
Update: GetWaterFactors - fetch parent entity only once - updated perf test to have 5% to spawn parented player Tests: ran unit tests
10 Days Ago
merge from main again?
10 Days Ago
cleanup
10 Days Ago
merge from main
10 Days Ago
Added Exp2 method to RustRenderPipelineSettings and added the compute shaders needed for auto exposure to the pipeline settings and resource data context
10 Days Ago
micro-optims for triangle processing jobs
10 Days Ago
Optim: GetWaterFactors - add overload that can use cached mountables states for active players - amended perf tests to spawn players with 5% chance to be mounted 400 batched queries: 0.6ms -> 0.55ms (serial are 2.32ms) Tests: ran unit tests
10 Days Ago
merge from main
10 Days Ago
update from main
10 Days Ago
Updating poker bandana to V4 skeleton
10 Days Ago
optimized island cleanup to 0.25x the cost, flat 2 pointer array instead of a NativeQueue and replacing frequent coord->index conversion for index stride offsets
10 Days Ago
Major refactor/cleanup wip
10 Days Ago
Optim: ServerCachePlayerInfo - move isMounted and mountables caching to point of modification instead of every frame Tests: built a boat on craggy and steered the wheel
10 Days Ago
Update: ServerCachePlayerInfo - cache isMounted, mountable for player Tests: built a bouat on Craggy and used the steering wheel
10 Days Ago
Merge from main
10 Days Ago
merge from main
10 Days Ago
Merge from main
10 Days Ago
merge from attachment_charms
10 Days Ago
merge from induslight_boat_fix
10 Days Ago
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10 Days Ago
merge from heater_fix