137,077 Commits over 4,444 Days - 1.29cph!

2 Months Ago
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main
2 Months Ago
Merge from main
2 Months Ago
merge from fix_assetscene_deepsea -> main
2 Months Ago
Disable USE_POLYSOUP for UTIL_RescalePhysCollide Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
2 Months Ago
Potential fix for zombie NRE on _agent == null in tests
2 Months Ago
Potential fix for zombie NRE on _agent == null in tests
2 Months Ago
Enable STUDIO_DRAW_NO_SHADOWS for particle models "Render models" particle renderer sets up model lighting * Copied what "render_blobs" does from Portal 2. Nullout some render structs on creation Add NULL check to CBaseEntity::GetLuaEntity() Added Insurgency (Standalone) to mountable games list Some base_npcs.lua placeholders
2 Months Ago
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2 Months Ago
Fix deep sea manager being put into the bootstrap scene - prevents all deep sea content needing to load before the menu is able to load
2 Months Ago
Fix zombies breaking automated tests
2 Months Ago
Fix zombies breaking automated tests
2 Months Ago
fix ColorEx WithHDRIntensity, missing alpha copying
2 Months Ago
Add throw timer, if the timer runs out before you click to throw, it'll throw for you - reticle changes colour and flashes when low time - UI has timer text display
2 Months Ago
testlist
2 Months Ago
Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities) - confirmed no longer packed into the AssetScene-props scene - removes 250k components for all 4 floating cities
2 Months Ago
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
2 Months Ago
Update: rewrite pool as a circular buffer with 0 locks Weirdly loses to ConcurrentBag in mono by 2x, but in CLR wins 4x >.> Going to poke around more ST avg: 0.62554ms MT avg: 9.92301ms (dafuq?!) Tests: ran unit and perf tests
2 Months Ago
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
2 Months Ago
Update(tests): AllocDeallocMT perf test scope annotations Tests: ran perf test
2 Months Ago
Fix tutorial bear and unused sharks causing errors with new navmesh
2 Months Ago
Bugfix: ensure Pool.Fill keeps items in use valid Tests: ran unit tests
2 Months Ago
Merge from workbench_upgrades (Recycle balance pass, description updates)
2 Months Ago
Merge to workbench_upgrades
2 Months Ago
Balance pass of recycling the workbench components. Description update for prototype after increase in fail chance. Description update for Recycling upgrade.
2 Months Ago
Added Ballistic helmet model, material, and textures. Set up prefabs.
2 Months Ago
Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
2 Months Ago
Synch trajectory lock state correctly for all control paths.
2 Months Ago
Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
2 Months Ago
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
2 Months Ago
Salvaged Cleaver audio file tweaks
2 Months Ago
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
2 Months Ago
industrial garage door - minor texture tweak
2 Months Ago
Adding extra wheel joints for bowless crossbow world rig
2 Months Ago
bowless crossbow world model anims edited and arrowheads positions edited in bowless crossbow entity
2 Months Ago
Update satellite control computer prefab with a desk and computer. Update mount/dismount/eye positions.
2 Months Ago
Placeholder UI tweaks. Convar descent time. Rework UI flow.
2 Months Ago
switched GPU instancing on
2 Months Ago
fixed small gaps, fixed floating decals, set up renderlod, renderbatch & correct layer for shutters
2 Months Ago
Updated w_sks and w_paintball_gun animators with reloadMotion setup
2 Months Ago
industrial garage door - Gibs added - Prefab updated
Rin
2 Months Ago
Fixed incorrect repair material
2 Months Ago
Updated seismic sensor levels: - Mortar Shell: 2 - Fragmentation Mortar Shell: 1 - Cannonball: 1
2 Months Ago
take closest point from 3 triangles references instead of testing all 3, centre point still tested against as well
2 Months Ago
exported edited arm throw pose on 3p rock anims
2 Months Ago
Fixed OOB error on testscenario_rocketsplash5_turretpod
2 Months Ago
merge from automated_testing
2 Months Ago
merge from automated_testing/export_optims
2 Months Ago
Use Parallel and other crazy shit for allPrefabsWithMeshColliders/allPrefabsWithParticleSystem - 28s -> 4.3s Same for allBaseCombatEntityPrefabs - 4s -> 300ms + some micro optims in other tests
2 Months Ago
address Vince's feedback (bit of uv stretching, chamfered edge, reset vertex colours, fixed smoothing groups on lods, set all object to world layer, reset transforms to 90,0,0 and setup lodgroups for the structures interior and exterior
2 Months Ago
merge from main