139,160 Commits over 4,352 Days - 1.33cph!

Today
merge from bbq_emission_fix
Today
merge from farming_boat_fix
Today
merge from floating_city_pb_safezone_fix
Today
merge from storepage_boxes_wordingfix
Today
merge from skinviewer_checkout_fix
Today
merge from connectmodal_removeregion
Today
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Today
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Today
Subscribe to network groups around the player in a chunky circle instead of square
Today
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Hide region text in connect modal - was a bigger issue than first thought
Today
fix compile error
Today
easter floorpaper style update
Today
More very rough wip, now can support any held item if enabled. Enable on held torch as a test.
Today
Removed GC alloc from packet send, added custom WebSocketSharp implementation that doesn't allocate on send, moved packet relay layer to thread
Today
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Today
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- Command list - Command button setup - Flex scroll setup
Today
Weapon mods now show individually on the radial menu, can be toggled individually.
Today
Moved undo button, added short undo history
Today
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Yesterday
Populate radial menu for worn items. RPCs for toggling individual items. Individual worn item toggling now works.
Yesterday
LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes
Yesterday
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Yesterday
Rustige Egg H - Updated icon
Yesterday
avoid NRE when enabling indirect instancing
Yesterday
Added support for optional vertex color tinting of the detail albedo on the standard shader
Yesterday
merge from hamster_water_wheel -> waterwheel_deployable
Yesterday
Tweaked UGC filtering panel toggle hitboxes
Yesterday
Copy paste tab: added paste options panel to set the different paste convar settings Added undo button
Yesterday
Tweaked item tab button hitboxes
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Furnace workshop effects controls
Yesterday
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Yesterday
Update(tests): add perf tests for serial and parallel UpdateSubscriptions Tests: ran it
Yesterday
Updated storage box store page description
Yesterday
remove redundant script, add EmissionToggle to bbq in deployable and workshop skinnable
Yesterday
Rustige Egg H - Updated textures, updated model with LODs, updated icon (wip), general prefab setup
Yesterday
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Yesterday
Added Lua mesh skinning support * Added `mesh.BoneData( index, matrixId, weight )` * Added second argument to `Global.Mesh` - boneWeights * Added `IMesh:DrawSkinned( matrixTable )` Minor cleanups Fixed DrawSkinned affecting underwater rendering * By applying the model matrix to the Draw() call Some more than minor cleanups of probably unused stuff Fill remaining matrices with identity ones for DrawSkinned * In case some silly goober doesn't give it enough or gives none Fix handling of userdata members from tables Fix potential crash with malformed models Remove that unused code Potential micro optimization for trace filter tables Minor cleanup Fix last map not loading correctly if it's an addon map mesh.Begin throws errors with invalid primitive counts Fixed a crash with func_button and Sandbox drive system Lets try making r_radiosity default to 4 again Add some sanity checks to map loading Implement corrected limit checking for mesh.Begin w/ static meshes I.e. when giving mesh.Begin a mesh object, the limit becomes 65535 instead of 32768 Added second arg to IMesh:DrawSkinned - mult by model matrix Try to prevent crashes with weird .phy files Include tree_deciduous_card_01.mdl with the extra skin * Fixes some visual inconsistencies on HL2 maps Implement Panel:Clear for DPropertySheet/DCollapsibleCategory * DPropertySheet will clear all tabs and their associated panels (and calls OnActiveTabChanged with nil as new panel) * DCollapsibleCategory will avoid clearing its header, deletes everything else * DPropertySheet:CloseTab now also calls OnActiveTabChanged Flip order of operations for model matrix mult of DrawSkinned * Should fix angles affecting position Fix false positive on LoadLeafs data validity test Do not reset water reflection/refract textures when they are not used * From start of game, if expensive water is always disabled (or if the map doesn't have water to begin with), do not clear the RTs. (This would happen only once regardless) Fix a typo in DModelPanel
Yesterday
Initial boilerplate setup, empty test radial menu, new radial menu type, keybind, etc.
Yesterday
Prepare refactor to have multiple navmeshes in same world * new namespace for all new nav stuff to avoid confusion with old * separate global methods * navmesh instance methods * C++ wrapper methods * path helper methods * geometry helper methods
Yesterday
Added support for multi-draw mesh motion vectors within the indirect instancing system
Yesterday
Initial work on a command list page so we can see all commands natively in game (convars etc)
Yesterday
Prepare work on moving navmesh
Yesterday
Fix odd history inputs + odd history loading
Yesterday
Update(tests): added consistency test for BasePlayer.UpdateSubscriptions - fixed a bug with stepping players who's timestamp is not due yet - Refactored serial code slightly to keep the structure consistent Tests: ran unit test
Yesterday
more folder cleanup
Yesterday
tidied up charms folde a little, added new sequential steam ids