139,023 Commits over 4,352 Days - 1.33cph!

Today
Implement drag'n'drop for HLMV * You can now just drag a .mdl onto the app to open it Fix normals on balloon_classic LODs and camera.mdl LOD 3 Merge some minor changes for models to load correctly on 64bit Minor cleanups Fix false positive on LoadLeafs data validity test Update AppID for CS:GO to use the new one Ship a fixed tri1x1.mdl * Fixed normals, fixed extra weird mesh 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)
Today
Can paste and delete files from the copy paste tab Added search bar and refresh button Added copypaste.setscreenshot to set the thumbnail of an old copypaste file
Today
added missing metas for camping cooker normals and kitchen furniture, removed obsolete files
Today
first pass mat application shop A
Today
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Today
Adding skinning items subbed to wrong branch
Today
merge from main -> deep_sea_sleeping_bag
Today
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Today
Today
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Add 'copy' button to the corner of each UI entry, allowing you to copy a block by pressing a button rather than getting the whole log and manually sending that
Missed files
Today
kiosk b update. new doors added.
Today
Cherry pick to compensate scientist dmg lowered by armor buff, should now be on par previous patch (fullmetal is same ttk, hazmat will take less dmg, naked will take more dmg)
Today
Rustige Egg H (Amethyst) - Initial folder structure, prefab setup, item, anim controller, worldmodel, model, textures, materials, basic animations, translucency support, localization, manifest and placeholder icon
Today
Rebalance scientist damage to compensate armor buff, should kill fullmetal when landing every shot in one full mp5 mag
Today
front 50cal animation updates
Today
Potential fix for red card room scientist turning invisible
Today
exported latest salvaged axe refresh anims
Today
cannon fuse anim update
Today
Copy paste tab baseline
Today
Added the motion vector mode of renderers to the render params for indirect instancing
Today
Adding burst cloth for frontier hazmat and updating skinning
Today
Camping Cooker Update
Yesterday
close more edge cases: - placing a lock on a box would show contents to everyone before master code was input - placing a lock on a box and then locking it wasnt hiding contents until next network update
Yesterday
wip floorpaper texture updates
Yesterday
Now sending packets over websocket, sending map via StreamContent, removed reliance on Time.frameCount (potential threading errors)
Yesterday
First pass trims/mat applications on kiosk A
Yesterday
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Yesterday
Client now takes a screenshot when running the copy commands and saves it into the copypaste files Set to 256x144 for now
Yesterday
Update: rewrite BasePlayer.UpdateSubscriptions into batch form Doesn't actually do anything different, just prep for adding managed tasks to it. Need to add unit tests and perf tests first Tests: booted into Craggy with jobs 3 - was able to see entities in the world
Yesterday
Up/Down arrows now move the autocomplete up and down Tab/enter/return puts the selected autocomplete entry in the input box as you'd expect
Yesterday
merge from indirect_instancing
Yesterday
rebase on main
Yesterday
* Turn `_PARTICLELAYER_ON` back to a multi_compile keyword to fix snow coverings. * Reject renderers with property blocks that set `_ParticleLayer` from instancing. * Keep renderers non-instanced when `indirect_instancing.fallback` is disabled. * Store reasons for reject/fallback and display it in the debug overlay. * Do not spam the console about fallback instances. * Rename ConVars monsters/non_monsters to multi_draw/single_draw for consistency. * Guard dangerous Indirect Instancing ConVars behind ClientAdmin. * Display the current biome when running `terrain.debug`.
Yesterday
single 50cal animation updates
Yesterday
Fix failed line of sight checks preventing vending machine purchases from floating city boat shopkeeper This was due to the invisible vending machine being under the sea 🐟 underneath the shopkeeper Updated flags for these vending machines so they are only accessible via talking to the shopkeeper, to prevent menu prompt conflicts for talking vs buying S2P all floating cities
Yesterday
Minor log changes
Yesterday
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Yesterday
Bugfix: PartialCompare - don't miss last object in b listhashset Could lead to a duplicate pushed to removed list Tests: ran unit tests
Yesterday
Add extra logs when coping/clearing
Yesterday
wip easter floorpaper textures, setup
Yesterday
New: ListHashSet.PartialCompare - early outs upon reaching addedLimit and removedLimit - added unit and perf test It still has linear complexity, but does seem to scale better Tests: unit tests
Yesterday
Potential fix for scientists weapon leak
Yesterday
re-exported viewmodel LR300 space rig minus arms mesh
Yesterday
main -> new_console-ui
Yesterday
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Yesterday
Clean: refactored NoClip perf tests to use Utils.MeasureAndPrint Tests: ran noclip perf tests
Yesterday
Fix tutorial missions still being active after respawning at mainland if player died and disconnected whilst in the tutorial
Yesterday
Clean: fix stream of warnings from running AntiHackTests Tests: ran noclip tests