138,774 Commits over 4,474 Days - 1.29cph!

2 Months Ago
Add train control to the timeline
2 Months Ago
Added UnityEngine.UI.Mask component support to CUI
2 Months Ago
Initial test
2 Months Ago
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
2 Months Ago
main -> game_room_dlc
2 Months Ago
Added baked config at register time Batteries are data based
2 Months Ago
Possible NRE fix
2 Months Ago
Pool table deployable
2 Months Ago
Honey bandage: - Increased stack size from 3 -> 5. - Added 6 healing over time.
2 Months Ago
merge from mortar_prototype
2 Months Ago
Fix mortar animation handles not getting disposed of properly in demos
2 Months Ago
Splitter evaluator
2 Months Ago
blockout playground models from yesterday
2 Months Ago
some visual tweaks to bench_b
2 Months Ago
adding more decorative benches to replace the large bulky one replaced the old one with new ones in scene also plugged some doorways in the apartment_b prefabs
2 Months Ago
Added downloading from URL, supports mp3/wav/ogg, update clip time Ability to change audio clips on the fly, added clip download request and caching, error handling Clear all audio clips out of memory &/or pending requests on disconnect
2 Months Ago
Full rebuild param handling from Jenkins end
2 Months Ago
Fixed charm picker not working when skins_access was set to 1
2 Months Ago
Merge from shot_dub_fixes
2 Months Ago
Added per axis dubbing override tracks (pan/tilt/roll)
2 Months Ago
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled) Fixed DoF dubbing changes not recording
2 Months Ago
Fix hole Remove with swapback for transform instance data
2 Months Ago
Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on
2 Months Ago
Fixed wrong item id on ballistic vest
2 Months Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
2 Months Ago
Replaced the old gesture based NPC wave with a new state on the child animator Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers Makes the process free if no players are around, saves around 0.03ms each invoke
2 Months Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
2 Months Ago
Handle clearing hole maps when instance count drops to 0 Increase foliage hole sampling radius to prevent foliage in holes
2 Months Ago
fix player_model changes stomped in merge
2 Months Ago
Combined building planner and boat building planner, swap between using radial menu. IT doesnt actually swap though only the context menu works for now
2 Months Ago
Memory cell evaluator
2 Months Ago
Root combiner distributes drain evenly on batteries connected to its inputs
2 Months Ago
Evaluator refactoring
2 Months Ago
Some tooltips
2 Months Ago
Merge from auto_particle_cinematics
2 Months Ago
Compile fix
2 Months Ago
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
2 Months Ago
Branch and blocker evaluators Some cleanup and fixes
2 Months Ago
merge from main
2 Months Ago
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring
2 Months Ago
Some model related merges from TF2 SDK/main Throw on some debug output
2 Months Ago
hackweek illuminated pressure pad; - placeholder model and emissive for pressure pad skin. - pad illuminates in the same fashion as the illuminated buttons when it has power supplied. https://files.facepunch.com/curtis/1b1211b1/12_05-05-ScholarlyYardant.mp4
2 Months Ago
Initial baseline to AudioSourceEntity Prefab setup, manifest, protos https://files.facepunch.com/raul/1b1111b1/11_20-53-MediumgoldenrodRoebuck.mp4
2 Months Ago
Unity 6.3.15f1
2 Months Ago
Merge from unity_6.3.11
2 Months Ago
Re-hide the recently unhidden "Failed to load" messages on Windows Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex Fix some more prediction errors * HL1 357 & crossbow zoom * HL2 crossbow zoom Fixed prediction errors with SLAM * Also fixed it not using world clicker aim angles * Fixed it trying to play non existent TripmineGrenade.StopSound * Disable unused "attach satchel" code (different from attach tripwire) * Disallow switching to tripwires or back while throwing/attaching slams Fixed prediction errors with HL1 satchel Predict hornet gun ammo regen Groundworkd for HLS RPG prediction error fixes (req networking changes) Rework missing Steamworks API checks * Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob" Fix 64bit high curtime HUD animations Turn some stuff to doubles in relation to networking * Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused) Add VPROF to CLuaGamemode::CallReturns Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex NPCs ignore spectating players Various changes from TF2 SDK * Adds CFuncNavCost::InputToggle Hammer input * Various fixes Restore hud_draw_fixed_reticle as alt texture for default crosshair Add Projects only build script for windows
2 Months Ago
Rework missing Steamworks API checks * Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob" Fix 64bit high curtime HUD animations Turn some stuff to doubles in relation to networking * Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused) Add VPROF to CLuaGamemode::CallReturns Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex NPCs ignore spectating players 64bit client and server build fully, launch, and run (using x86-64's LuaJIT) * CEF and LuaJIT remain 64bit CEF Various changes from TF2 SDK * Adds CFuncNavCost::InputToggle Hammer input * Various fixes Minor changes from x86-64 beta Restore hud_draw_fixed_reticle as alt texture for default crosshair
2 Months Ago
Finalized D. B fixes. Scene backup.
2 Months Ago
Fixed apartment lights having a bunch of unintended culling layers and causing warnings.
2 Months Ago
Various D fixes.