130,550 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Finally fixed the texture space being calculated incorrectly
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from upkeep_convars -> hardcore_refresh
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Set convars in hardcore gamemode to 5x upkeep (WIP)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Rewrite upkeep code so it can pull convars that are modified at runtime instead of being stuck with the convars it pulled when the TC was spawned
- get rid of the arrays, pull convars manually
- besides generally needing to be fixed, hardcore gamemode was changing the convar after entities were spawned
 
                
                
                
                
                
             
         
        
            
            
            
                
                Video preview when hovering gesture item
 
                
                
                
                
                
             
         
        
            
            
            
                
                Modify upkeep convars to make them easier to understand
- remove bracket_3_blockcount convar because it doesn't do anything (all blocks past bracket_2_blockcount are automatically in the 4th upkeep bracket)
- change descriptions to be a bit easier to understand
 
                
                
                
                
                
             
         
        
            
            
            
                
                Gesture icon compression formats, fixes bleeding artifacts
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix Signage.PreProcess NRE on server when client components were stripped at build time
 
                
                
                
                
                
             
         
        
            
            
            
                
                UI.Colourize shader supports SoftMask
 
                
                
                
                
                
             
         
        
            
            
            
                
                Run part of prefab preprocess at build time on asset scene prefabs, run the rest in asset warmup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Show max team size in the disconnected screen error message instead of as a toast
 
                
                
                
                
                
             
         
        
            
            
            
                
                If you are the party leader and connecting to a server that has max team size lower than your party size, prevent connecting and show a toast indicating you need to remove party members before your party can connect
- doesn't apply if max team size is zero or unable to be found
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add max team size convar to server tags & parse team size in server info
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                consistent button styling
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix oversight in previous fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix long range spotted debug being wrong
 
                
                
                
                
                
             
         
        
            
            
            
                
                Navigation, filter and search styling for store
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Better debug drawing of cones (more 3D)
- Fix long range sight rectangle checks being wrong (wrong order of arguments, dir passed as pos)
- Allow looking up and down not just sideways
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from snapping_higher_floors_hotfix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merges from x86-64
More merges from x86-64
Change description of bot_zombie convar
Fixed missing antlion guard step sounds
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix DrawCone not properly handling non 2D directions
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from compass_gameplay
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix and improve the previous fixes and improvements
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Removing floating script from individual floating walkway pieces, dividing level into chunks instead. (WIP)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update: BaseRaidBEnch - wip shooting
Since there's no firing cooldown, 100 players shooting every frame lags a ton
Tests: ran scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Prevent leaving cover when being sniped, first iteration, needs more work to handle when sniper repositions
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Fix LKP not being updated correctly when hearing new noises
- Fix melee weapons making big noises
- Separate the noise location from the guessed location of the thing that made the noise (we don't want to look at where the bullet hit, we want to look at the shooter even if they are very far)
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Pilot Codelock - WIP Prefab setup and fixes, added icon
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fix Engine prop collider in Powerplant monument
 
                
                
                
                
                
             
         
        
            
            
            
                
                Addd UV2s to floating walkway kit for sea moss blends
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Connected Session styling
 
                
                
                
                
                
             
         
        
            
            
            
                
                edited M15 pistol admire anim
 
                
                
                
                
                
             
         
        
            
            
            
                
                removed individual sitems for abyss barrels and linked abyss hazmat as steam unlockable on item script
 
                
                
                
                
                
             
         
        
            
            
            
                
                More mipmaps on voice props store assets
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cache DLC prices so they're only requested one time per session
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed potential break in TraceWaterRays/TraceWaterSpheres logic that would cause casts to miss water traces if an earlier one had hit the max number of colliders