138,723 Commits over 4,474 Days - 1.29cph!

11 Days Ago
merge from flat_estimatedvalue_sleepers
11 Days Ago
merge from culling_falsepos_improv
11 Days Ago
Compile fix
11 Days Ago
merge from demo_shotlist_fix
11 Days Ago
Merge: from culling_falsepos_improv - Update(debug): added a bunch of editor only debug tools to be available in standalone, in culling clientvar group - Update(debug): improved output of some of these tools Tests: used these tools on craggy and apartment
11 Days Ago
merge from piemenu_binds_feedback
11 Days Ago
Fixed Demo "Shot List" and folder buttons not working
11 Days Ago
Merge: from main
11 Days Ago
Fixed bind texts overflowing
11 Days Ago
Update: expose more of culling debug tools - DebugShowStats - same as PrintStats, but continuously rendered to screen - DebugDrawHiZMipChain - draw all depth mip levels on screen - DebugDrawHiZOverlay - overlay specific level of mipchain on the screen, -1 to disable Tests: used all on craggy
11 Days Ago
- Manifest - Demo compat
11 Days Ago
Added some feedback in the pie menu when the +prevskin or +nextskin are unbound
11 Days Ago
main -> game_room_dlc
11 Days Ago
Add a hoverloot variant/keybind that only moves item types that already exist in the target container.
11 Days Ago
Codgen
11 Days Ago
Prevent all melee damage to doors whilst outside the raid window. Original intention was to allow some form of door raiding, but this can be abused too heavily
11 Days Ago
Address performance feedback: reduce the amount of times GetChangedMask() is called therefore reducing the amount of calls to MetabolismAttribute::HasChanged() and MetabolismAttribute::HasChangedGreatly()
Rin
11 Days Ago
merge from apartment_early_evict_fix
11 Days Ago
metabolism_fixes -> main
11 Days Ago
Only advance the baseline when we report a change
11 Days Ago
Code cleanup
11 Days Ago
Fix comfort values being stuck at certain levels, fix food not always providing hunger and hydration benefits
11 Days Ago
blast door gib material fixes
11 Days Ago
merge from doorcontroller_restart_fix
11 Days Ago
Fixed door controller triggering on server restart
11 Days Ago
Mark physics debug concommands as cheats consistently Fixed level transitions inside a vehicle resetting player's move type * This was causing the player to drift off from vehicles on collisions. Minor cleanups and fixes Restored ability to store generated VPROF reports to a file Added requested vprof scopes (physics & networking) Switch texture memory debug vars to uint64 Make our Shotgun use sk_plr_num_shotgun_pellets * HL2DM shotgun was not using it, but HL2 one does. This is only for primary fire. Fixed an NPE crash with DebugDrawPhysCollide Lets try have Sandbox strip all weapons on spawn * it already strips all ammo before giving default ammo, seems logical to also strip all weapons before giving out the default ones. Make Player's MaxArmor save across level transitions Reset MaxArmor on player spawn (unless during level transition) Do not render $no_draw materials on models in depth pass Fixed a crash with game.MountGMA Fixed armor being stripped with hl2_episodic on level change Make player model Alyx use separate head material * Fixes Alyx NPC losing phong detail in the head material Minor changes to viewpostproces from TF2 SDK * Removes duplicate creation of mat_colorcorrection Delete serverside mat_hdr_tonemapscale & some related entity IO * Removes SetTonemapScale and BlendTonemapScale hammer inputs from env_tonemap_controller. These 2 inputs never actually functioned, especially in multiplayer, since they set mat_hdr_tonemapscale which is never read anywhere, and is reset every frame. Adjust texture panel header to scale with screen width
11 Days Ago
Fixed BlendTreeEventTrigger log spawm in editor while holding a crossbow
11 Days Ago
merge from horseprotection_leak_fix
11 Days Ago
merge from wallpaper_deploymismatch_fix
11 Days Ago
Fixed the train tunnels test scene and made it playable. Added a movable spawnpoint. Some basic whitebox layout for the control room
11 Days Ago
Fixed wallpaper construction switching mismatch
11 Days Ago
Stacked desks stage 3 collision plus LOD/gib polish to fix any holes or UV errors from cutting meshes apart
11 Days Ago
halloween costume mat setup
11 Days Ago
Added rabbit test asset, textures, animations, model, prefab and materials ready for testing.
11 Days Ago
halloween costume prefab conditionals
11 Days Ago
LOD stages for stacked desks monument blocker
11 Days Ago
viewmodel settings fixes
11 Days Ago
Viewmodel for halloween costume
11 Days Ago
Possible fix for apartments evicting players after a few minutes Reset lastRentPaymentTime and zero out any outstandingRent or timeRentOverdue when a new tenant rents out a room (was inheriting the last occupants values) Would have affected servers with 24h+ uptime more severely
Rin
11 Days Ago
merge from ClanActionResult_leak
Rin
11 Days Ago
merge from bannotification_date_fix
Rin
11 Days Ago
merge from raidwindow_convar_fix
Rin
11 Days Ago
merge from skinviewer_charms_fix
13 Days Ago
Setup RRP volumes/scripts for screen_blur and screen_blur_heavy for BlurManager Use _RRP keyword for UIBlurBackground and UIBlurBackgroundSpread shaders to toggle grab pass sampling (using a subshader seems to cause crashes) Add UI Blur profile to BlurManager with variable blurSize Add UIBackgroundBlur component to ingame menus Setup UIBackgroundBlur tweening to match old behaviour
14 Days Ago
optim: merge modules, running a bunch of anim jobs seems stupid expensive
14 Days Ago
Disable built in IK on all rigs/controllers so they both don't run at the same time, some things like twist bones still run - we need to switch away from humanoid avatars to fix that.
14 Days Ago
Add .DisableClans to editor iteration speed options, it keeps on locking up the local db whenever I recompile
14 Days Ago
Move everything into IK animation jobs, batch player movement -> commit it all at the end of the cycle. Stagger graph updates.
14 Days Ago
Cache estimated velocity in position lerp
14 Days Ago
optim SetFloatFixed, it was always setting values even if they were the same when interpolating tiny values.