147,509 Commits over 4,444 Days - 1.38cph!

- Rewrite of the demo compat system - General cleanup - Couple of weird editor only bugs fixed
Today
Fix new mountable tests having the "Deployables" category, breaking deployable tests Minor cleanup, testlist
Today
Set up (empty) camera motion vector pass
Today
Merge from satellite_crash
Today
Enable map zooming on the targeting map. Codegen.
Today
Fix per-object motion vector pass
Today
Add teleport2satellitecrashsite
main -> demo_compatability_layer
Today
merge from main
Today
Glowing Wallpapers - Ceiling stars WIP
camera_flash_fixes -> main
Today
Optim: ServerCachePlayerInfo - don't cache IsCrawling, it can be deduced from PlayerFlags Tests: ran speed consistency unit test, ran around craggy, crawled while wounded - all's gud
Compile errors
Today
Assign bed to apartment owner after the furniture is spawned in the room (when room is rented)
Today
Minor 64bit compile warning fixes Remove test_freezeframe concommand Consistent usage of "64-bit" formatting in window titles Fixed a crash with TextEntry when going to the next word to the left Add some more map loading & other self checks Fix Airboat wake effect drawing in depth pass Remove FCVAR_ARCHIVE from sv_loadingurl * Don't want this to be saved on game clients. Fixed a bunch of unreferenced function warnings Fixed some minor compile warnings Completely remove the disabled Valve's ancient phonehome stuff Minor changes * Fixes for VS analysis warnings * Some merges from TF2 SDK VPC scripts Hammer tweaks * Minor fixes to layout of loading dialog * Prompt the user for a new name if picking an entity that has no name * Fixed "Make hollow" spin control not doing anything Minor cleanups * func_tank FGD descriptions Make Player:UnSpectate() clean up value set by Player:Spectate() * remove FSOLID_NOT_SOLID, remove EF_NODRAW, unhide HUD, enable damage. Only does this if observer mode was not already OBS_MODE_NONE * Prevent Player:Spectate() sending 3 useless usermessages to the player Minor cleanups + studiomdl.exe overflow checks Fixed MaxHealth not updating correctly in singleplayer for local player clientside Minor cleanups Update HLMV control panel layout to be less claustrophobic Fix HLMV crashes when no hitbox sets Potential crash fixes * Fixes a crash issue with HLMV, possibly some Hammer ones More potential crash fixes * probably a nothing burger, but maybe will catch one or two Hammer crashes Add addon ID to "Hidden Addon" title fallback Micro optimization for halo when rendering models with decals (PR) Fixed PlayerStartVoice not running for local player * Fixed local player volume being NaN for a split second when starting to talk Make mxSlider respect the tick count under modern v6 windows styles Make util.KeyValuesToTablePreserveOrder's all 0 keys check work like intended * make it only apply key replacement when ALL the keys are 0s, not just some keys. Maybe should delete this code entirely though? Remove trailing newline from certain disconnect messages Fix weapon_pistol prediction errors * its weird how it only happens on dedicated servers, but ANYWAY, fixed now. Mark some NPC related debug commands as cheats for consistency * Also fixes a crash with `ai_test_los`
Today
Use the new method in SleepingBagCamper too
Today
Refactor SleepingBag so code can reassign bags outside of RPC calls
Yesterday
Set upkeep terminal to only accept scrap (in the prefab)
Yesterday
Fix NRE from static list of client apartment buildings not being cleared when disconnecting - put it inside EntityRealmClient so it's cleared along the main list of entities
Yesterday
apartment_complex_core prefab set dressing progress
Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
simpler solution using space transformation without creating a new sim-space - root motion stored as a snapshot and lerped rather than using accumulated deltas, true stability - root motion of 0 now behaves perfectly with rotation, helping keep VM much more stable
Yesterday
merge from automated_test_entity_bounds_fixes
Yesterday
Refresh test list for merge
Yesterday
Clean: remove JobHandle IsValid extension This was a workaround for a Unity issue that was fixed in 6.3.14f1 Tests: none, trivial change
Yesterday
Optim: ServerCachePlayerInfo - only recache positional state if position changed from last call Tests: ran around on craggy, sawm, crouched. retried connecting couple times
Yesterday
Merge from main
Yesterday
Play a sound when you toggle the flash mode on the camera
Yesterday
Commenting out newer RRP bloom code that isn't currently in use and converted BRP Bloom's intensity from a clamped float parameter to a regular float parameter
Yesterday
Configured bloom settings for all RRP volumes
Yesterday
merge from fix_baseentity_query_nre -> main
Yesterday
monument blocker vent - renamed collision meshes, removed non-entity object
Yesterday
Added support for BRP bloom in RRP
Yesterday
When taking a picture show a black screen if you're not using flash and a white screen if you are
Yesterday
Fixed camera flash being off to the right
Yesterday
better scale handling, handles scale outside of direct controller->origin transform chain, with early exit to avoid extra work on non-scaled chains (majorative case) - also improvements to FrameUpdate overhead
Yesterday
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Yesterday
initial folder setup
Yesterday
merge from sprinting_footsteps_update
Yesterday
merge from player_corpse_no_buoyancy_assigned_fix
Yesterday
merge from bowless_crossbow
Yesterday
merge from parent_projectile_validation_on_default
Yesterday
Optim: ServerCachePlayerInfo - avoid transform access when recaching player center Tests: none, trivial change
Yesterday
merge from clothing_mannequin_wearable_fix
Yesterday
merge from vending_purchase_clamping_fix
Yesterday
merge from demo_window_auto_refresh
Yesterday
merge from pool_analyzer_non_caching_methods
Yesterday
Deleted FrogBoots_Charm_Old, seems to no longer be used anywhere