145,579 Commits over 4,413 Days - 1.37cph!

14 Days Ago
Initial test
14 Days Ago
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
14 Days Ago
main -> game_room_dlc
14 Days Ago
Added baked config at register time Batteries are data based
14 Days Ago
Possible NRE fix
14 Days Ago
Pool table deployable
14 Days Ago
Honey bandage: - Increased stack size from 3 -> 5. - Added 6 healing over time.
14 Days Ago
merge from mortar_prototype
14 Days Ago
Fix mortar animation handles not getting disposed of properly in demos
14 Days Ago
Splitter evaluator
14 Days Ago
blockout playground models from yesterday
14 Days Ago
some visual tweaks to bench_b
14 Days Ago
adding more decorative benches to replace the large bulky one replaced the old one with new ones in scene also plugged some doorways in the apartment_b prefabs
14 Days Ago
Added downloading from URL, supports mp3/wav/ogg, update clip time Ability to change audio clips on the fly, added clip download request and caching, error handling Clear all audio clips out of memory &/or pending requests on disconnect
14 Days Ago
Full rebuild param handling from Jenkins end
14 Days Ago
Fixed charm picker not working when skins_access was set to 1
14 Days Ago
Merge from shot_dub_fixes
14 Days Ago
Added per axis dubbing override tracks (pan/tilt/roll)
14 Days Ago
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled) Fixed DoF dubbing changes not recording
14 Days Ago
Fix hole Remove with swapback for transform instance data
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Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on
14 Days Ago
Fixed wrong item id on ballistic vest
14 Days Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
14 Days Ago
Replaced the old gesture based NPC wave with a new state on the child animator Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers Makes the process free if no players are around, saves around 0.03ms each invoke
14 Days Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
14 Days Ago
Handle clearing hole maps when instance count drops to 0 Increase foliage hole sampling radius to prevent foliage in holes
14 Days Ago
fix player_model changes stomped in merge
14 Days Ago
Combined building planner and boat building planner, swap between using radial menu. IT doesnt actually swap though only the context menu works for now
14 Days Ago
Memory cell evaluator
14 Days Ago
Root combiner distributes drain evenly on batteries connected to its inputs
14 Days Ago
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14 Days Ago
Evaluator refactoring
14 Days Ago
Some tooltips
14 Days Ago
Merge from auto_particle_cinematics
14 Days Ago
Compile fix
14 Days Ago
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
14 Days Ago
Branch and blocker evaluators Some cleanup and fixes
14 Days Ago
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14 Days Ago
merge from main
14 Days Ago
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring
14 Days Ago
Some model related merges from TF2 SDK/main Throw on some debug output
14 Days Ago
hackweek illuminated pressure pad; - placeholder model and emissive for pressure pad skin. - pad illuminates in the same fashion as the illuminated buttons when it has power supplied. https://files.facepunch.com/curtis/1b1211b1/12_05-05-ScholarlyYardant.mp4
14 Days Ago
Initial baseline to AudioSourceEntity Prefab setup, manifest, protos https://files.facepunch.com/raul/1b1111b1/11_20-53-MediumgoldenrodRoebuck.mp4
14 Days Ago
Unity 6.3.15f1
14 Days Ago
Merge from unity_6.3.11
14 Days Ago
Re-hide the recently unhidden "Failed to load" messages on Windows Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex Fix some more prediction errors * HL1 357 & crossbow zoom * HL2 crossbow zoom Fixed prediction errors with SLAM * Also fixed it not using world clicker aim angles * Fixed it trying to play non existent TripmineGrenade.StopSound * Disable unused "attach satchel" code (different from attach tripwire) * Disallow switching to tripwires or back while throwing/attaching slams Fixed prediction errors with HL1 satchel Predict hornet gun ammo regen Groundworkd for HLS RPG prediction error fixes (req networking changes) Rework missing Steamworks API checks * Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob" Fix 64bit high curtime HUD animations Turn some stuff to doubles in relation to networking * Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused) Add VPROF to CLuaGamemode::CallReturns Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex NPCs ignore spectating players Various changes from TF2 SDK * Adds CFuncNavCost::InputToggle Hammer input * Various fixes Restore hud_draw_fixed_reticle as alt texture for default crosshair Add Projects only build script for windows