138,546 Commits over 4,474 Days - 1.29cph!

9 Days Ago
Fixed DecalCull components not showing decals at all at lowest quality settings This component was multiplying the culling distance by Mesh.lod intead of Mesh.quality, Mesh.lod can be set to 0 so it was always disabling decals This will technically hurt performance on low settings as they weren't showing decals at all, so I've added a minimum 0.25 quality level Decals on low settings now pop in pretty obviously, but at least they render when up close Added an editor inspector to show the current camera distance and culling distance, similar to other LOD components
9 Days Ago
Fixed vending machines being able to accept stacks greater than the max and create illegal stack sizes (eg. order requires 1001 wood and you pay with a stack of 3000 wood, vm will now create two stacks in storage)
9 Days Ago
Fix RRP colour grading Lift not being applied correctly
9 Days Ago
Freezer fx tweaks & cleanup
9 Days Ago
Removed animator from non-interactive elevator door in destroyed wing
9 Days Ago
Merge from main
9 Days Ago
Merge from weathereffect_queue
9 Days Ago
Missing partial, compile fix
9 Days Ago
Merge from weathereffect_queue
9 Days Ago
Fixed work queue not compatible with reset static fields (abstract class)
9 Days Ago
Merge from weathereffect_queue
9 Days Ago
Fixed AuroraEffect Change budget to 0.02ms
9 Days Ago
Merge from apartment_complex_monument/wire_shadow_fix (fixes powerline shadows)
9 Days Ago
Merge from vm_currency_drop_fix
9 Days Ago
merge from canbe_charms_audio
9 Days Ago
merge from main
9 Days Ago
fix up charm equip/unequip sound implementation
9 Days Ago
Possibly fixed VM issue that was cuasing currency to be dropped from the back of the VM in some cases
9 Days Ago
Bugfix: ignore set calls if occlusionculling instance hasn't been created yet Tests: compiles
9 Days Ago
Merge: from culling_falsepos_improv - Bugfix for NRE blocking connection to the server Tests: none, trivial change
9 Days Ago
Remove client/server linking against 'addons' lib on win32/posix builds Improve Holly library related error handing * The game no longer crashes (64bit builds) when Holly.dll is missing Merged Pull Requests * Added missing CS:S world soundscript * Added "impactsoft" sound to "watermelon", "dirt" and "carpet" material types Apply improvements from addons menu to dupes/saves/demos * Specifically, ability to add workshop items to favorites, and display of whether an item was upvoted or not Minor cleanups Rename Entity.PlayFootstepSound to Entity.EmitStepSound * Because of that one addon that decided to use the former name Try waiting for Steam Workshop mounts when loading * This is specifically when starting a new game, aimed at usage of "+map" in command line parameters, so Workshop content is present when map loading finishes Pull Request: TTT: Fix undefined variables and malformed patterns Some TTT cleanups * Removed unused local functions, removed unused variables Pull Request: Fix minor logic errors in base Lua
10 Days Ago
Compile fix 2
10 Days Ago
Merge from culling_falsepos_improv
10 Days Ago
merge from flat_estimatedvalue_sleepers
10 Days Ago
merge from culling_falsepos_improv
10 Days Ago
Compile fix
10 Days Ago
merge from demo_shotlist_fix
10 Days Ago
Merge: from culling_falsepos_improv - Update(debug): added a bunch of editor only debug tools to be available in standalone, in culling clientvar group - Update(debug): improved output of some of these tools Tests: used these tools on craggy and apartment
10 Days Ago
merge from piemenu_binds_feedback
10 Days Ago
Fixed Demo "Shot List" and folder buttons not working
10 Days Ago
Merge: from main
10 Days Ago
Fixed bind texts overflowing
10 Days Ago
Update: expose more of culling debug tools - DebugShowStats - same as PrintStats, but continuously rendered to screen - DebugDrawHiZMipChain - draw all depth mip levels on screen - DebugDrawHiZOverlay - overlay specific level of mipchain on the screen, -1 to disable Tests: used all on craggy
10 Days Ago
- Manifest - Demo compat
10 Days Ago
Added some feedback in the pie menu when the +prevskin or +nextskin are unbound
10 Days Ago
main -> game_room_dlc
10 Days Ago
Add a hoverloot variant/keybind that only moves item types that already exist in the target container.
10 Days Ago
Codgen
10 Days Ago
Prevent all melee damage to doors whilst outside the raid window. Original intention was to allow some form of door raiding, but this can be abused too heavily
10 Days Ago
Address performance feedback: reduce the amount of times GetChangedMask() is called therefore reducing the amount of calls to MetabolismAttribute::HasChanged() and MetabolismAttribute::HasChangedGreatly()
Rin
10 Days Ago
merge from apartment_early_evict_fix
10 Days Ago
metabolism_fixes -> main
10 Days Ago
Only advance the baseline when we report a change
10 Days Ago
Code cleanup
10 Days Ago
Fix comfort values being stuck at certain levels, fix food not always providing hunger and hydration benefits
10 Days Ago
blast door gib material fixes
10 Days Ago
merge from doorcontroller_restart_fix
10 Days Ago
Fixed door controller triggering on server restart
10 Days Ago
Mark physics debug concommands as cheats consistently Fixed level transitions inside a vehicle resetting player's move type * This was causing the player to drift off from vehicles on collisions. Minor cleanups and fixes Restored ability to store generated VPROF reports to a file Added requested vprof scopes (physics & networking) Switch texture memory debug vars to uint64 Make our Shotgun use sk_plr_num_shotgun_pellets * HL2DM shotgun was not using it, but HL2 one does. This is only for primary fire. Fixed an NPE crash with DebugDrawPhysCollide Lets try have Sandbox strip all weapons on spawn * it already strips all ammo before giving default ammo, seems logical to also strip all weapons before giving out the default ones. Make Player's MaxArmor save across level transitions Reset MaxArmor on player spawn (unless during level transition) Do not render $no_draw materials on models in depth pass Fixed a crash with game.MountGMA Fixed armor being stripped with hl2_episodic on level change Make player model Alyx use separate head material * Fixes Alyx NPC losing phong detail in the head material Minor changes to viewpostproces from TF2 SDK * Removes duplicate creation of mat_colorcorrection Delete serverside mat_hdr_tonemapscale & some related entity IO * Removes SetTonemapScale and BlendTonemapScale hammer inputs from env_tonemap_controller. These 2 inputs never actually functioned, especially in multiplayer, since they set mat_hdr_tonemapscale which is never read anywhere, and is reset every frame. Adjust texture panel header to scale with screen width
10 Days Ago
Fixed BlendTreeEventTrigger log spawm in editor while holding a crossbow