139,173 Commits over 4,352 Days - 1.33cph!

Yesterday
remove redundant script, add EmissionToggle to bbq in deployable and workshop skinnable
Yesterday
Rustige Egg H - Updated textures, updated model with LODs, updated icon (wip), general prefab setup
Yesterday
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3 Days Ago
Added Lua mesh skinning support * Added `mesh.BoneData( index, matrixId, weight )` * Added second argument to `Global.Mesh` - boneWeights * Added `IMesh:DrawSkinned( matrixTable )` Minor cleanups Fixed DrawSkinned affecting underwater rendering * By applying the model matrix to the Draw() call Some more than minor cleanups of probably unused stuff Fill remaining matrices with identity ones for DrawSkinned * In case some silly goober doesn't give it enough or gives none Fix handling of userdata members from tables Fix potential crash with malformed models Remove that unused code Potential micro optimization for trace filter tables Minor cleanup Fix last map not loading correctly if it's an addon map mesh.Begin throws errors with invalid primitive counts Fixed a crash with func_button and Sandbox drive system Lets try making r_radiosity default to 4 again Add some sanity checks to map loading Implement corrected limit checking for mesh.Begin w/ static meshes I.e. when giving mesh.Begin a mesh object, the limit becomes 65535 instead of 32768 Added second arg to IMesh:DrawSkinned - mult by model matrix Try to prevent crashes with weird .phy files Include tree_deciduous_card_01.mdl with the extra skin * Fixes some visual inconsistencies on HL2 maps Implement Panel:Clear for DPropertySheet/DCollapsibleCategory * DPropertySheet will clear all tabs and their associated panels (and calls OnActiveTabChanged with nil as new panel) * DCollapsibleCategory will avoid clearing its header, deletes everything else * DPropertySheet:CloseTab now also calls OnActiveTabChanged Flip order of operations for model matrix mult of DrawSkinned * Should fix angles affecting position Fix false positive on LoadLeafs data validity test Do not reset water reflection/refract textures when they are not used * From start of game, if expensive water is always disabled (or if the map doesn't have water to begin with), do not clear the RTs. (This would happen only once regardless) Fix a typo in DModelPanel
Yesterday
Initial boilerplate setup, empty test radial menu, new radial menu type, keybind, etc.
Yesterday
Prepare refactor to have multiple navmeshes in same world * new namespace for all new nav stuff to avoid confusion with old * separate global methods * navmesh instance methods * C++ wrapper methods * path helper methods * geometry helper methods
Yesterday
Added support for multi-draw mesh motion vectors within the indirect instancing system
Yesterday
Initial work on a command list page so we can see all commands natively in game (convars etc)
Yesterday
Prepare work on moving navmesh
Yesterday
Fix odd history inputs + odd history loading
Yesterday
Update(tests): added consistency test for BasePlayer.UpdateSubscriptions - fixed a bug with stepping players who's timestamp is not due yet - Refactored serial code slightly to keep the structure consistent Tests: ran unit test
Yesterday
more folder cleanup
Yesterday
tidied up charms folde a little, added new sequential steam ids
2 Days Ago
Bugfix(tests): when setting up a dummy server, ensure heighmap is also initialized Needed to accomodate recent changes with tunnel net groups Tests: perf test for snapshot deps now runs
2 Days Ago
Apartment lights - updated textures
2 Days Ago
Prevented indirect instancing from ignoring motion vectors for a draw call when its world bounds was set to have a center of zero
2 Days Ago
add packet ref, tweaked array pool size
2 Days Ago
merge from new_console-ui/copypaste
2 Days Ago
Last fixes and tweaks
2 Days Ago
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2 Days Ago
updated apartment light textures
2 Days Ago
Ascending/descending sorting for the list view Hovering the line shows the thumbnail Styling and layout tweaks, fixes
2 Days Ago
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2 Days Ago
missing glass from kiosk F + set dressing
2 Days Ago
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2 Days Ago
Update rust native lib for all platforms to contains the new recast code
2 Days Ago
Merge from main
2 Days Ago
List and grid view mode toggle Sorting buttons Polish
2 Days Ago
set dressing kiosk D
2 Days Ago
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2 Days Ago
Include VehicleLarge layer in growable entity sun raycast
2 Days Ago
bulky sofa greybox
2 Days Ago
Re populating skeleton skin bone array for frontier hazmat
2 Days Ago
floorpaper icon, renaming, engine file
2 Days Ago
set dressing rentable shop A
2 Days Ago
Updated apartment light textures
2 Days Ago
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2 Days Ago
Merge from main
2 Days Ago
Fix height sampling on some terrain sizes, add tooltips to convars, fix server compile errors, set terrain prefab to craggy, set default global lod scale to 2
2 Days Ago
fixed static vehicle paint masks import options, added some detail maps to materials to increase paint TD
2 Days Ago
Add ConVar to use MeshColliders for terrain cells, add editor buttons to create mesh colliders, clean up unused code, and put debug info behind flags.
2 Days Ago
Better approach, only allow one device per index be connected at once
2 Days Ago
Gibs, colliders
2 Days Ago
Clean up editor, fix LOD extent validation, fix editor defaults causing 0 LOD extents, and set new defaults
2 Days Ago
reduce biome fogging when looking through a camera
3 Days Ago
exclude renderers with negative scale from instancing and warn about them
3 Days Ago
First pass regular armoured hatch setup
3 Days Ago
Date file and entity count are store in the data file Old files entity count is filled when pasted Added a way to retake screenshots when holding CTRL and clicking
3 Days Ago
merge from new_console-ui
3 Days Ago
Fix a typo in DModelPanel