147,554 Commits over 4,444 Days - 1.38cph!

2 Days Ago
Fixed friend list context menu ordering issue
2 Days Ago
Merge from apartment_complex_monument
2 Days Ago
merge from wallpaper_boats_fix
2 Days Ago
Fixed not being able to place wallpaper on finished boats
2 Days Ago
Glowing wallpapers sitem setup, skins list, manifest, localization. WIP neon carpet textures, material, skin asset.
2 Days Ago
merge from computerstation_uiscale
2 Days Ago
Fixed escape not closing the console when mounted to a computer station
2 Days Ago
Computer station UI is now scaled by the UI scale convar
2 Days Ago
merge from vending_purchase_clamping_fix
2 Days Ago
Another vending machine clamping consistency fix
2 Days Ago
merge from paintingui_fixes
2 Days Ago
Fixed painting mode not switching back to brush after picking a color at low FPS
2 Days Ago
Another fix
2 Days Ago
MeshPaintController.cs file formatting
2 Days Ago
Fixed random lines at low fps
2 Days Ago
merge from main
2 Days Ago
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Optim: ServerCachePlayerInfo - don't cache isRunning Time to clean up all the extra args everywhere, having 10 param funcs is no bueno Tests: consistency tests
2 Days Ago
Optim: ServerCachePlayerInfo - don't cache onground and isflying Tests: ran unit consistency tests
2 Days Ago
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Merge from mfm_u6
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merge from skinviewer_turret
2 Days Ago
Fixed auto turret missing cover in the skin viewer
2 Days Ago
Merge from main
2 Days Ago
Merge from main
3 Days Ago
Merge from parent
3 Days Ago
Handle non-deferred cases Validate options against different renderpaths Make MotionVector AO settings consistent Use shared statics with original AO
3 Days Ago
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Lighting WIP
3 Days Ago
Only allow one shop at a time
3 Days Ago
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Fixed currency not being deposited in vending machine inventory
3 Days Ago
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Remove duplicate COMPILE_TIME_ASSERT macro (oopsie)
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Implement partial prediction latch resets from TF2 SDK/CS:GO * Makes prediction errors with weapons not reset every predictable variable, causing player position jolt. This is what HL2DM does now. Make player health non predictable * This makes sense, right? No other health/armor related variable is predicted, and you can't really predict health changes since they come from serverside only events. Fixed status bar scaling in Hammer Minor cleanups Fixed PCF particle colors using swapped endian-ness + Minor cleanups Fix ammo/net library not resetting serverside on disconnect Added cyclic reference test to net.WriteTable and util.TableToKeyValues Implemented chained command auto complete (Community Contribution)
3 Days Ago
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Cobalt Statue - Added cobwebs and foliage to the prefab
3 Days Ago
merge from airfield_maintainable_features -> PlayerMaintainedMonuments
3 Days Ago
airfield scene to prefab - added mockup maintanables to monument for playtesting
3 Days Ago
merge from fix_compile_sim_parallel -> main