140,326 Commits over 4,352 Days - 1.34cph!

1 Hour Ago
Merge from improved_network_groups
1 Hour Ago
Merge from main
2 Hours Ago
new_console-ui -> main
2 Hours Ago
(In dual ClientVar/ServerVar cases the ai generated help text would only be shown for one case.) - Duplicate the help text to the remaining case - Codegen
2 Hours Ago
new_console-ui -> main
2 Hours Ago
Use cached command for command list buttons. Fixes highlighted text not working
2 Hours Ago
Flush buffer now uses realtime rather than invokes (allows it to push in demos)
3 Hours Ago
new_console-ui -> main
4 Hours Ago
stop console selecting all the text at the bottom when accepting a autocomplete or command from commandlist
4 Hours Ago
Merge from demo_shot_track_dubbing
4 Hours Ago
Remove extra error log
4 Hours Ago
Split position/rotation tracks into two again
4 Hours Ago
Update SillyHorseMask.Skeleton Add BoneRetarget components to the Neck bones, this was causing bones to go missing during the skin retargeting
4 Hours Ago
fix missing functions in Wind.cginc
5 Hours Ago
merge from new_console-ui
5 Hours Ago
Changed item and vehicle list flex virtual scroll mode Fixed some loc stuff
5 Hours Ago
Cinemachine compile fixes
5 Hours Ago
merge from main
5 Hours Ago
Phrases
5 Hours Ago
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Today
merge from main
Today
merge from render_pipeline_testing
Today
qa island thing
Today
fixes, add missing components to some scenes
reduce error fade duration to 1 second
new_console-ui -> main
- Remove hover to preview - Make default values green again
Today
Merge from demo_shot_track_dubbing
Today
Merge from main
Today
Combine Position/Rotation into one track (feels weird to just modify one)
Today
merge from main
Today
Fixed some misconfigured flex texts affected by the optims earlier, one in the featured store and one in the server browser entry prefab
Today
merge from steaminventory_optims
Today
Added a mode for FlexVirtualScroll to hide its elements instead of disabling the gameobject Use that for the steam inventory scroll
Today
merge from render_pipeline_testing
Today
fix watercamera rrp unity 6
Today
HttpImage: Don't bother creating sprites if we can just use textures directly
Today
New FIELD_ types & networking for doubles Use new field/networking types for doubles where needed * All the fields that were switched from float to double now use correct FIELD_ and networking types Switch map IO and forced ladder movement to doubles * EventQueuePrioritizedEvent_t.m_flFireTime, LadderMove_t.m_flStartTime & m_flArrivalTime, CBeam.m_flFireTime More doubleage, for matproxies and some other pieces * IVEngineClient013:GetLastTimeStamp, CClientState.m_flLastServerTickTime, GetAnimationStartTime, some client interpolation stuff s_flLastTimeStamp, m_flOldLastTimeStamp, g_flLastPacketTimestamp * C_BaseEntity.m_flSpawnTime, m_flLastMessageTime, SpawnTime(), GetTextureAnimationStartTime() * Applies a modulo hack to LinearRamp matproxy, it doesn't seem to want to work properly with just doubles Remove C_BaseEntity.GetCreateTime (unused) * GetCreateTime, m_flCreateTime, SetCreateTime, GetCreationTick, m_nCreationTick
Today
merge from render_pipeline_testing (unity 6 compat)
Today
Back SteamPlatform.ItemDefinitions with a dictionnary so getting a steam item def doens't take 2 working days (we have 6000 items)
Today
merge from new_console-ui
Today
merge from new_console-ui/optims
Today
Changed the steam inventory item button texts to use the fast path Fixed cart button text settings
Today
merge from unity6_compat
new_console-ui -> main
Today
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Fix all the scrolling enlargement issues in console page
- Scale console autocomplete and input console fonts as you scroll zoom -Allow setting font sizes on autocomplete and input console - Fix autocomplete button putting the wrong things in the input field - Cleanup
Today
Today
RRP unity 6 compatibility (testing old unity still works)