147,553 Commits over 4,444 Days - 1.38cph!

Yesterday
Merge from apartment_complex_monument
Yesterday
merge from wallpaper_boats_fix
Yesterday
Fixed not being able to place wallpaper on finished boats
Yesterday
Glowing wallpapers sitem setup, skins list, manifest, localization. WIP neon carpet textures, material, skin asset.
Yesterday
merge from computerstation_uiscale
Yesterday
Fixed escape not closing the console when mounted to a computer station
Yesterday
Computer station UI is now scaled by the UI scale convar
Yesterday
merge from vending_purchase_clamping_fix
Yesterday
Another vending machine clamping consistency fix
Yesterday
merge from paintingui_fixes
Yesterday
Fixed painting mode not switching back to brush after picking a color at low FPS
Yesterday
Another fix
Yesterday
MeshPaintController.cs file formatting
Yesterday
Fixed random lines at low fps
Yesterday
merge from main
Yesterday
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Yesterday
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
Yesterday
Optim: ServerCachePlayerInfo - don't cache onground and isflying Tests: ran unit consistency tests
Yesterday
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Merge from mfm_u6
Yesterday
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Yesterday
merge from skinviewer_turret
Yesterday
Fixed auto turret missing cover in the skin viewer
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Merge from parent
Yesterday
Handle non-deferred cases Validate options against different renderpaths Make MotionVector AO settings consistent Use shared statics with original AO
Yesterday
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Lighting WIP
Yesterday
Only allow one shop at a time
Yesterday
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Yesterday
Fixed currency not being deposited in vending machine inventory
Yesterday
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Yesterday
Remove duplicate COMPILE_TIME_ASSERT macro (oopsie)
Yesterday
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Yesterday
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)
Yesterday
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Cobalt Statue - Added cobwebs and foliage to the prefab
Yesterday
merge from airfield_maintainable_features -> PlayerMaintainedMonuments
Yesterday
airfield scene to prefab - added mockup maintanables to monument for playtesting
Yesterday
merge from fix_compile_sim_parallel -> main
Yesterday
Fix compile simulator being slower after adding props file - rewriting prop file each time causes every project to be marked as dirty