146,107 Commits over 4,413 Days - 1.38cph!

network_analyser_rebuild -> main
more skinset balance
uncouple skinNumber and meshNumber, so skin brightness doesn't correlate with the subset
Today
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Today
Merge from props_usage
Today
Try changing LZMA compression length calc again so its good on 64bit
Today
Mat tweaks.
Today
Light fix
Today
Various torch related.
Today
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
Today
Industrial Torch - Updated textures, rendered icon, updated icon renderer script in entity prefab
Today
Fixed IconRender scene using the old UI input system module
Today
merge from keyboard_layouts_fix
Today
Fix bind_default stomping player rebinds when the default command was left unbound
Today
Minor changes Try to scale NPC eye pupils with head/model scale * Seems to kinda work? Inflator tool tweaks * "Fixed" it being able to hit NPC bounding box (Made it ignore hull traces entirely) * Added replacement material for the effect that supports transparency * Updated the inflator effect so you are able to see what you are doing. It will also look different between inflating/deflating TTT: Use replicated convars instead of global nwvars (Community PR) Add another text step in loading when connecting to servers Mine changes with font code Update fps_max_menu and nofocus logic a bit (and block them from Lua) Many minor merges from TF2 SDK * Fixed minor compile warnings, removed unused variables, etc. More minor changes Remove usages of FIELD_CLASSPTR Initialize GCudata::unused2 with 0 Added new optional argument to steamworks.GetList - search string * Also makes "userID" argument optional. (Can give it nil) Fixed LZMA decompression size calc on 64bit
Today
merge from premium_rebrand
Today
Compile fix
Today
merge from premium_rebrand
Today
Tweaks, deleted old premium modal
Today
Updating burstcloth constraints for industrial torch
Today
Deleted some old assets Reserialized a bunch of menuui2 prefabs
Today
Updated premium server browser tag
Broken tile prop set
Today
Update fps_max_menu and nofocus logic a bit (and block them from Lua) Many minor merges from TF2 SDK * Fixed minor compile warnings, removed unused variables, etc. More minor changes Remove usages of FIELD_CLASSPTR 64bit saverestore fixes Windows SRCDS console changes * Do not call AllocConsole or SetWindowPos when Windows SRCDS is ran from the console exe Initialize GCudata::unused2 with 0 Added new optional argument to steamworks.GetList - search string * Also makes "userID" argument optional. (Can give it nil) Fixed LZMA decompression size calc on 64bit
more skin set balance
Today
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Today
RRP BillboardLight logic consistency fix with BRP
Today
Swapped premium logo in main menu footer
Today
Added UIBorder and UIRoundedCorners
Today
Rebuilt the premium modal
Today
SRCDS: Do not call SetWindowPos if within console app, apply SWP_NOMOVE
Today
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Full remake of the network analyser UI. Supports: - looking at a delta (last x seconds) - Pin/Compare snapshots side by side - Anomaly Highlighting (needs more work), highlights rows that are particularly expensive considering our bandwidth
50cal_animation_improvements -> main
Yesterday
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Yesterday
merge from main -> optimize_train_track_meshes
Yesterday
Remove another call to AllocConsole()
Yesterday
update apartment_complex_monument/prototype
Yesterday
merge from main -> apartment_complex_monument
Yesterday
Optim: Replace Physics.OverlapBox with Physics.CheckBox in BaseVehicle.VehicleFixedUpdate Saves allocating the results array, and should be cheaper as well Tests: none, trivial change
Yesterday
Allow toggling more than one gameobject based on ammo > 1
Yesterday
merge from fix_additional_projects_slnx -> main
Yesterday
Optim: get rid of string alloc in BaseCombatEntity.Hurt 1alloc/32b Tests: none, trivial change
Yesterday
Add horse triggers at front door of apartment to prevent people smuggling horses into their hotel rooms
Yesterday
Forgot the M16
Yesterday
female/light skin brightness balance pass
Yesterday
Better fix, make setting ammo_true false params its own option on the component
Yesterday
Merge: from main
Yesterday
Optim: SpawnGroup - SpawnInstances not returns a List instead of IEnumerable Allows to save on iterator allocation, 40b Tests: none, trivial change