131,426 Commits over 4,232 Days - 1.29cph!

4 Days Ago
Merging fpbuild related changes to main branch
5 Days Ago
Make net_error thread_local Fixed crashes to do with vehicle driver NPCs Foxed a potential issue with CNPC_Osprey Remove non existent entities from the FGD * Weapon_Brickbat, env_rotorwash, references to weapon_beerbottle, test_sidelist, npc_crabsynth, env_terrainmorph Change VPROF name for GetPathTime Make metrocops draw other types of pistols as well Fixed Combine Soldiers not walking/running with pistols/RPG Improve Metrocop behavior with the RPG * No longer tries to chase the player, go back to safe distance loop, etc. Combine Soldiers can walk/run with no weapon or melee weapons Breen acts like a combine when using weapons, instead of doing nothing Improve Hammer particle browser * No more random numbers in Used count, no more 13FPS, better layout, no more black background Revert "Do not rebuild node graph for workshop maps" Merge branch 'main' into prerelease Fix NPCs being unable to shoot the Alyx Gun Fixed some unfortunate regressions with vehicles Ship light_cagelight01_off.mdl with fixed physics Ship fixed physics for windmill_blade004b.mdl Ship dock_broken01a.mdl with fixed physics * No more bits sticking out Fixed StudioMDL crashing when creating folders for the model Fixed utilityconnecter006b/d.mdl physics Fixed certain NPCS constantly lowering their weapons after each burst Mossman/Kleiner/Breen/Eli Merge branch 'main' into prerelease
4 Days Ago
Add a network graph
4 Days Ago
Setting up EngineUI2_DeveloperTools prefab
4 Days Ago
Implemented a simplified version of the ball pit physics in a test scene
4 Days Ago
Auto auth player on placing steering wheel
4 Days Ago
console tools
4 Days Ago
4 Days Ago
Burlap shirt repose/lods
4 Days Ago
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4 Days Ago
plastic please
4 Days Ago
Renamed the prefabs
4 Days Ago
easel lods
4 Days Ago
Fix for texture issue on 3p m15
4 Days Ago
Add Invoke<T>, Invoke<T1,T2>, InvokeRepeatingWithHandle to use InvokeHandler without allocating garbage
4 Days Ago
WIP code, parameters, setup
4 Days Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
4 Days Ago
Console Info Panel
4 Days Ago
Merge from parent
4 Days Ago
merge from automatedtesting
4 Days Ago
Merge from parent
4 Days Ago
Merge from parent
4 Days Ago
new console items ui
4 Days Ago
merge from SeparatePhysicsScenes
4 Days Ago
That's all folks
4 Days Ago
Almost done...
4 Days Ago
Even more...
4 Days Ago
More...
4 Days Ago
More...
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Some more...
4 Days Ago
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4 Days Ago
merge from directional_foliage_displacement
4 Days Ago
merge from puzzle_reset_hotfix
4 Days Ago
merge from sort_fixes
4 Days Ago
merge from fix_terrain_nametags
4 Days Ago
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4 Days Ago
Fix displacement clamping
4 Days Ago
matrix optimized texture rez pass
5 Days Ago
Uploading in multiple parts because plastic can't handle... multiple files
5 Days Ago
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
5 Days Ago
Move non r/w meshes into the private content bundle for server builds, removing them from the build Saves 360mb of memory on a freshly booted server
5 Days Ago
Merge from main
5 Days Ago
Merge from main_merge_10_nov
5 Days Ago
Protobuf, code gen, phrases
5 Days Ago
Merge from main Fallback text merge on BaseEntity.Server and BasePlayer-Occlusion Stomp changes in generated files
5 Days Ago
Compute heightmap into small height max map texture Separate terrain compute bounds into render bounds and camera bounds for shadow cull testing Consider shadow casting in terrain culling step using a raycast with max region height
5 Days Ago
Merge from naval update
5 Days Ago
First draft of a network profiler. Featuring: - Simple packet stats - Advanced stats (entity name, packet size, timestamp etc) - Filtering via timestamp, name, type, direction, realms - Per entity bandwidth usage, showing how much % of the bandwidth is taken up by what packets