139,204 Commits over 4,352 Days - 1.33cph!

4 Days Ago
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Subscribe to network groups around the player in a chunky circle instead of square
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Hide region text in connect modal - was a bigger issue than first thought
4 Days Ago
fix compile error
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easter floorpaper style update
4 Days Ago
More very rough wip, now can support any held item if enabled. Enable on held torch as a test.
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Removed GC alloc from packet send, added custom WebSocketSharp implementation that doesn't allocate on send, moved packet relay layer to thread
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- Command list - Command button setup - Flex scroll setup
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Weapon mods now show individually on the radial menu, can be toggled individually.
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Moved undo button, added short undo history
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Populate radial menu for worn items. RPCs for toggling individual items. Individual worn item toggling now works.
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LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes
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Rustige Egg H - Updated icon
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avoid NRE when enabling indirect instancing
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Added support for optional vertex color tinting of the detail albedo on the standard shader
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merge from hamster_water_wheel -> waterwheel_deployable
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Tweaked UGC filtering panel toggle hitboxes
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Copy paste tab: added paste options panel to set the different paste convar settings Added undo button
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Tweaked item tab button hitboxes
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merge from main
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merge from main
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Furnace workshop effects controls
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Update(tests): add perf tests for serial and parallel UpdateSubscriptions Tests: ran it
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Updated storage box store page description
4 Days Ago
remove redundant script, add EmissionToggle to bbq in deployable and workshop skinnable
4 Days Ago
Rustige Egg H - Updated textures, updated model with LODs, updated icon (wip), general prefab setup
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5 Days Ago
Added Lua mesh skinning support * Added `mesh.BoneData( index, matrixId, weight )` * Added second argument to `Global.Mesh` - boneWeights * Added `IMesh:DrawSkinned( matrixTable )` Minor cleanups Fixed DrawSkinned affecting underwater rendering * By applying the model matrix to the Draw() call Some more than minor cleanups of probably unused stuff Fill remaining matrices with identity ones for DrawSkinned * In case some silly goober doesn't give it enough or gives none Fix handling of userdata members from tables Fix potential crash with malformed models Remove that unused code Potential micro optimization for trace filter tables Minor cleanup Fix last map not loading correctly if it's an addon map mesh.Begin throws errors with invalid primitive counts Fixed a crash with func_button and Sandbox drive system Lets try making r_radiosity default to 4 again Add some sanity checks to map loading Implement corrected limit checking for mesh.Begin w/ static meshes I.e. when giving mesh.Begin a mesh object, the limit becomes 65535 instead of 32768 Added second arg to IMesh:DrawSkinned - mult by model matrix Try to prevent crashes with weird .phy files Include tree_deciduous_card_01.mdl with the extra skin * Fixes some visual inconsistencies on HL2 maps Implement Panel:Clear for DPropertySheet/DCollapsibleCategory * DPropertySheet will clear all tabs and their associated panels (and calls OnActiveTabChanged with nil as new panel) * DCollapsibleCategory will avoid clearing its header, deletes everything else * DPropertySheet:CloseTab now also calls OnActiveTabChanged Flip order of operations for model matrix mult of DrawSkinned * Should fix angles affecting position Fix false positive on LoadLeafs data validity test 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) Fix a typo in DModelPanel
4 Days Ago
Initial boilerplate setup, empty test radial menu, new radial menu type, keybind, etc.
4 Days Ago
Prepare refactor to have multiple navmeshes in same world * new namespace for all new nav stuff to avoid confusion with old * separate global methods * navmesh instance methods * C++ wrapper methods * path helper methods * geometry helper methods
4 Days Ago
Added support for multi-draw mesh motion vectors within the indirect instancing system
4 Days Ago
Initial work on a command list page so we can see all commands natively in game (convars etc)
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Prepare work on moving navmesh
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Fix odd history inputs + odd history loading
4 Days Ago
Update(tests): added consistency test for BasePlayer.UpdateSubscriptions - fixed a bug with stepping players who's timestamp is not due yet - Refactored serial code slightly to keep the structure consistent Tests: ran unit test
4 Days Ago
more folder cleanup
4 Days Ago
tidied up charms folde a little, added new sequential steam ids
4 Days Ago
Bugfix(tests): when setting up a dummy server, ensure heighmap is also initialized Needed to accomodate recent changes with tunnel net groups Tests: perf test for snapshot deps now runs
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Apartment lights - updated textures
4 Days Ago
Prevented indirect instancing from ignoring motion vectors for a draw call when its world bounds was set to have a center of zero
4 Days Ago
add packet ref, tweaked array pool size
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merge from new_console-ui/copypaste
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Last fixes and tweaks