144,519 Commits over 4,413 Days - 1.36cph!

5 Days Ago
fix power draw for twitch rivals computer desk
5 Days Ago
update from main
5 Days Ago
clean up thrown darts after a timer
5 Days Ago
Prefabbed up Kiosk B structure + decals as were still only models, plus prefab setup. LOD3s for Kiosk A, B, C (batched together). Removed obsolete kiosk C blockout.
5 Days Ago
Delete old VPC after generating VPC project on Linux
5 Days Ago
Copy compiled VPC over the one used to generate VPC project
5 Days Ago
merge from store_may_fixes
5 Days Ago
merge from electricfurnace_gibs_fix
5 Days Ago
merge from spectate_map_fix
5 Days Ago
merge from doorcontroller_wiring_fix
5 Days Ago
merge from deepsea_vendingmachine_leakfix
5 Days Ago
Turn host_state.interval_per_tick into double * Fixes 64bit builds specifically truncating curtime to floats Fixed clients getting stuck on loading screen sometimes * CNetChan::UpdateSubChannels() used integer math to decide how many fragment packets to send, the default value wasn't a multiple of the FRAGMENT_SIZE, so the last fragment was basically discarded. Now we account for that by ceil()-ing the number after calculating it using floats * Changed net_maxfragments to be a multiple of FRAGMENT_SIZE (28000=>24576) Fixed re-selecting ragdoll with Faceposer corrupting values Try disabling GETBUOYANCY on Linux clients * The goddamn DLL I was given is not up to date and doesn't have any custom changes, and TF2 no longer has 32bit Linux builds Fix workshop support when Steam throws errors * When Steam throws errors during subscription info gathering. Prevent corruption of the net channel due to fragments * Perform some self-tests when sending fragments over the wire. * Especially if some brainiac decides to bypass net_maxfragments limits Make concommand.Add errors non halting Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table. Remove 64bit srcds launcher from builds Hacks for P2P
5 Days Ago
Assigned Mat to fbx
5 Days Ago
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5 Days Ago
Added LODs to ballistic/bdu items, created worldmodels and icons for shirt, pants and vest.
5 Days Ago
Update: add debug only sentinel writing to playerInfos and playerSegments Tests: ran unit tests
5 Days Ago
merge in
5 Days Ago
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5 Days Ago
Fix gmod_launcher using wrong path for version.h
5 Days Ago
Update colliders on industrial garage door to exactly match those on original door
5 Days Ago
exported edited 3p holdtype jog/run animations from jerrycan to mp5
5 Days Ago
Remove duplicate cdll_int.h in engine.vpc Merge some missing changes from main Reduce alloc size in CGameClient::WriteGameSounds Hacks for P2P * I HATE this Update Steamworks API to version 1.64 Added "Downloaded" category to Addons menu * This lists ALL locally downloaded workshop items that are not currently subscribed to, such as those from server downloads (WorkshopDL) and steamworks.DownloadUGC * It also (unfortunately) appears to contain downloads for other Steam users on the same PC * You are able to mark stuff unused from the menu without having to wait for 2 weeks to for Steam to automatically delete the server downloaded content
5 Days Ago
Bugfix: fix tick being written to an index that didn't account for growth Tests: all unit tests pass
5 Days Ago
Update(tests): add TestTickGrowth2Players that also validates tick consistency after growth Tests: ran new test - fails as expected
5 Days Ago
fix 3rd person dart throw
5 Days Ago
Bugfix: avoid out of bounds read when growing array due to tick capacity exhaustion Tests: ran unit tests - no more failures (but there's an extra known bug)
5 Days Ago
Bufix(tests): TestTickGrowth - ensure all ticks are interpolated by picking a better reset point Tests: ran unit test
5 Days Ago
Minor cleanup Restore network compatiblity with main Hacks for P2P * I HATE this
5 Days Ago
Remaining cookies
5 Days Ago
cleanup, compiler fix
5 Days Ago
Update(tests): Adding TestTickGrowth - accumulates ticks past capacity This one catches out of bounds read during growth (but not the one expected) Tests: ran unit test
5 Days Ago
rework checks for determining which player is at the board, now uses userids and cached BasePlayers
5 Days Ago
Enable stopOnParentDestroy on bandage and syringe sounds to stop them from being audible after holstering
5 Days Ago
Update(tests): add TickInterpolatorCache stress unit test Slams 10k operations on it(add/remove player, move player, reset) - doesn't catch issues Tests: ran new test
5 Days Ago
Replaced static meshes in Kiosk C prefab with prefab versions. Organised hierarchy.
5 Days Ago
Buildfix: missing files from previous submit
5 Days Ago
Scene backup
5 Days Ago
Neon prefabs to default layer for ref probe purposes.
5 Days Ago
Clean: minor reaorganization + comments Tests: unit tests
5 Days Ago
Thicker door frame for entrance
5 Days Ago
gantry clean textures
5 Days Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
5 Days Ago
fix guard checks for when no player is mounted
5 Days Ago
Entrance a / removed overlapping geo
5 Days Ago
merge from main
5 Days Ago
Disable navmesh agent until it's used, this prevents unity complaining they are not on navmesh on spawn (which can happen with ai.move)
5 Days Ago
- Temp fix the electric furnace skin rendering in twitch drops - Get the workshop render to spill the beans when something doesn't work
5 Days Ago
cleanup rocket splash scenario prefab properly
5 Days Ago
Restore checking for playermodel persist anim next frame, current frame is too early for the animator states to have been updated Adjust clear playermodel anims to be slightly before the end of the bandage and syringe anims as they weren't being invoked at the very end
5 Days Ago
A, B, C lighting prefabs. Layer stuff for remaining interior shells. Scene backup.