145,793 Commits over 4,413 Days - 1.38cph!

Today
Also set apartment room phones as "ApartmentStatic" so you the directory is filled between room <-> room
Today
Industrial Torch - Updated textures, added emmisive texture for UV2, updated on material with emmisive texture, lowered texture resolution
Today
Unsaved changes in large apartment
Today
Ridable horse
Today
Fix placement of phone in small apartment, add to medium & large apartment
Today
Give telephones a random number when apartments are rented (like phones usually work) Add all telephone of active rooms to the directory of the static phones outside the apartment (not every monument, only the apartment monument) - allows you to call rooms that are rented + is one way to see which rooms are currently rented
Today
Add telephone to small apartment
Today
Apartment complex scene set static phones to "apartment phones" with flag + disable scene light baking (can be stomped)
Today
Apartment .meta texture files after Unity 6
Today
Fix upkeep terminal not being in furniture root in medium apartment
Today
Fix scrap in apartment upkeep terminal not being moved when upgrading rooms
Today
Restore chat messages when renting room (until adding support in conversation system for it)
Today
Fix room upkeep not using min rent
Today
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steam_icons_upload_refactor_2 -> main
Update 145674 for the current codebase
Male body hair
Today
CR => CRLF line ending for the broken resource files * Why did it even change by itself? What's going on??
Today
Fix resource files? again? They had UTF16-BOM encoding? somehow?
Today
merge from rain_grace_fix
Today
Build and ship srcds_console.exe (Windows only) * It is a console app, so it will not spawn a new console window. Does NOT require `-console` launch param, and can just be ran from the .exe directly. Remove engine_no_focus_sleep, add fps_max_menu, fps_max_nofocus * Easier to understand "Max FPS" than "sleep time". Defaults to 60 in menus, 20 no focus (same as 50ms no focus before) Hopefully fixed "tried to create stringtable twice" Fixed Hammer crashing on exit with DX8 rendering Force Hammer to mat_dxlevel 95
Today
Fix check
Today
Merge from main
Yesterday
Communal area cleanup
Yesterday
m16a2 ao texture updates
Yesterday
further RRP particle/billboard lighting
Yesterday
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Yesterday
Updates to jump W & E
Yesterday
Updated ragdoll limits. improved neck ragdoll and improved downed ragdoll behaviour.
Yesterday
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Yesterday
Merge: from main up to 152363
Yesterday
Update: Allow benchmark to stop after enough samples accumulated - converted PlayerModelBenchmarkScene to run till 1k sampels accumulated - support accumulated sample wraparound (explains weird results I saw previously) Tests: ran player benchmark
Yesterday
Merge from ide_warnings_fix
Yesterday
Fix some compiler warnings being flagged as errors in the IDE
Yesterday
merge from skinviewer_viewmodel
Yesterday
Fixed cart button drawing on top of fullscreen skin viewer
Yesterday
- Give oil dispenser at dome option to only function with an online powergrid, enabled and ran S2P - Ensure all powergrid connected entities receive an initial state refresh upon being spawned
Yesterday
Updated 3p sap anims
Yesterday
Update: Add PlayerModelBenchmarkScene.UseRandomAnims - spawns players with different model states - add a run per lod level with anims (bringing total to 12) In theory should break batching/reuse, but results are a bit too similar(editor overhead?) Tests: ran the scene
Yesterday
update protobufs for multiplayer support
Yesterday
merge from main
Yesterday
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Yesterday
updated BDU shirt fbx to fix clipping with vests. Added conditional meshes to prefabs.
Yesterday
preparing for multiplayer darts setup: convert darts game controller to interface, move + rename controller to singleplayer darts controller and implrement interface
Yesterday
Updating skinning for male underwear
Yesterday
Swapped the RPG viewmodel first ammo prefab so it shows the right one in the skin viewer
Yesterday
tweaked alpha cutouff value on industrial torch materials, remove top lod from world model (entity) and added burst cloth to lod 1 (now lod 0)