201,359 Commits over 4,171 Days - 2.01cph!

2 Months Ago
merge from improve_rug_pickup
2 Months Ago
merge from train_disconnect_fix
2 Months Ago
merge from clone_icons_fix
2 Months Ago
2-week yolo merge from main
2 Months Ago
Simple AO baker implementation
2 Months Ago
trawler latest props progress
2 Months Ago
subtract print_light_counts
2 Months Ago
merge from adjust_shelf_pickup_volumes
2 Months Ago
merge from tutorial_jungle_rock_fix
2 Months Ago
merge from abyss_containers
2 Months Ago
merge from BowWeapon_cleanup
2 Months Ago
merge from print_light_counts
2 Months Ago
merge from train_clipping_parent_fix
2 Months Ago
Merge from mixing_item_delete_fix
2 Months Ago
Fixed mixing table sometimes deleting ingrendients when they cannot be stacked due to spoiling
2 Months Ago
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2 Months Ago
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2 Months Ago
More cleanup Added "Block from Mannequin" field on ItemModWearable, enabled on inflatable outfits
2 Months Ago
More cleanup, update icon
2 Months Ago
Cleaned out a bunch of stuff we're not planning on using - scrubbing animations, manual joint posing Removed female mannequin version
2 Months Ago
Mannequin uses new mesh
2 Months Ago
Merge from hackweek_manny
2 Months Ago
Merge from main
2 Months Ago
Mouse wheel keybind support + wire slack keybinds to the new settings menu
2 Months Ago
Merge from parent
2 Months Ago
Minor cleanup for CeilingLight
2 Months Ago
merge from main
2 Months Ago
Fixed wire slack not working with string lights
2 Months Ago
merge from main
2 Months Ago
merge from mousewheel_binds_fix
2 Months Ago
Can now bind mousewheeldown and mousewheelup from the settings
2 Months Ago
Added binds for wire slack Also fixed the options menu defaulting to the controls tab
2 Months Ago
Fixed mouse wheel key combos not being bindable
2 Months Ago
Fixed LR300 steam item description generation
2 Months Ago
Fixed some compile warnings Added more sanity checks Prop fading changes If prop min fade distance is below 0 (i.e. -1), it will be set to max fade distance if max fade distance is below 500. This avoids props being always transparent in this scenario, even when walking up really close to it.
2 Months Ago
hanging lights
2 Months Ago
Manifest
2 Months Ago
Merge from trimmed_asset_warmup
2 Months Ago
Try to only bundle referenced prefabs since Unity doesn't like us selectively warming them up
2 Months Ago
merge from main
2 Months Ago
fix water rendering issues on macOS
2 Months Ago
merge from session_analytics
2 Months Ago
Added session_start and session_end events Added session_id field to every events
2 Months Ago
merge from main
2 Months Ago
Flex grid min values on row count and row min height
2 Months Ago
Don't rely on managed references when removing instances, use InstanceHandle instead
2 Months Ago
Hack: BiomeBenchmark - try generating clutter without incomplete server Didn't work, since they spawn server side, but there's no server to send this info to client. Will try to migrate the clutter to client side next. Tests: benchmark in editor
2 Months Ago
Store featuring fixes More analytics, added journey_id to all store events
2 Months Ago
Fixed changing video settings always forcing map reload Improve performance of ToGMODPlayer clientside Matches serverside implementation now Optimize player.Get* functions a bit Optimize ents.Get* and ents.Find* functions Remove -preload as well Use safer Entity push function for recent changes to player/ents libs Remove unused c_fire_smoke methods Fixed worldspawn not calling create/remove hooks correctly clientside Should now be consistently calling create AND remove hooks. Fixed clientside ragdolls not calling GM:EntityRemoved
2 Months Ago
Add some sanity checks Removing more unused convars cl_burninggibs, r_propsmaxdist cl_first_person_uses_world_model - does nothing mat_max_worldmesh_vertices - no noticeable effect Removing more unused convars showparticlecounts, cl_team, cl_class Remove cl_SetupAllBones It was functional, but seems to be some sort of leftover hack which is disabled by default anyway Removed cl_forcepreload It is gone in newer versions of the engine anyway. It's functionality CAN be replicated via `-preload` launch param for whatever reason. Added player.GetCountConnecting Added more sanity checks Added lua_matproxy_nobindmat & matproxy changes The convar is for testing only (since not all servers have the updated Lua library), Lua mat proxies will reuse the already stored material in Lua for the bind callback, rather than pushing the stored material from C every frame. This prevents thousands of IMaterials being pushed to Lua a second, and should prevent hitching when GC deletes them all in batches. Minor cleanups Bump internal renderData buffer from 64k to 80k Prevent TOGL crashes when encountering debugger break Merge Pull Requests * Minor optimizations to Problems panel, abilty to close it via ESC key or clicking empty space * Numpad library discards bindings to KEY_NONE * Remove tostring call on the argument of player.GetBySteamID64