139,396 Commits over 4,474 Days - 1.30cph!

48 Days Ago
stats_blurry_clock_fix -> main
48 Days Ago
Fix a big blurry clock
48 Days Ago
merge from main
48 Days Ago
main -> game_room_dlc
48 Days Ago
Fixed friend list context menu ordering issue
48 Days Ago
Merge from apartment_complex_monument
48 Days Ago
merge from wallpaper_boats_fix
48 Days Ago
Fixed not being able to place wallpaper on finished boats
48 Days Ago
Glowing wallpapers sitem setup, skins list, manifest, localization. WIP neon carpet textures, material, skin asset.
48 Days Ago
merge from computerstation_uiscale
48 Days Ago
Fixed escape not closing the console when mounted to a computer station
48 Days Ago
Computer station UI is now scaled by the UI scale convar
48 Days Ago
merge from vending_purchase_clamping_fix
48 Days Ago
Another vending machine clamping consistency fix
48 Days Ago
merge from paintingui_fixes
48 Days Ago
Fixed painting mode not switching back to brush after picking a color at low FPS
48 Days Ago
Another fix
48 Days Ago
MeshPaintController.cs file formatting
48 Days Ago
Fixed random lines at low fps
48 Days Ago
merge from main
49 Days Ago
Optim: ServerCachePlayerInfo - don't cache isRunning Time to clean up all the extra args everywhere, having 10 param funcs is no bueno Tests: consistency tests
49 Days Ago
Optim: ServerCachePlayerInfo - don't cache onground and isflying Tests: ran unit consistency tests
49 Days Ago
Merge from mfm_u6
49 Days Ago
merge from skinviewer_turret
49 Days Ago
Fixed auto turret missing cover in the skin viewer
49 Days Ago
Merge from main
49 Days Ago
Merge from main
49 Days Ago
Merge from parent
49 Days Ago
Handle non-deferred cases Validate options against different renderpaths Make MotionVector AO settings consistent Use shared statics with original AO
49 Days Ago
Lighting WIP
49 Days Ago
Only allow one shop at a time
49 Days Ago
Fixed currency not being deposited in vending machine inventory
49 Days Ago
Remove duplicate COMPILE_TIME_ASSERT macro (oopsie)
49 Days Ago
Implement partial prediction latch resets from TF2 SDK/CS:GO * Makes prediction errors with weapons not reset every predictable variable, causing player position jolt. This is what HL2DM does now. Make player health non predictable * This makes sense, right? No other health/armor related variable is predicted, and you can't really predict health changes since they come from serverside only events. Fixed status bar scaling in Hammer Minor cleanups Fixed PCF particle colors using swapped endian-ness + Minor cleanups Fix ammo/net library not resetting serverside on disconnect Added cyclic reference test to net.WriteTable and util.TableToKeyValues Implemented chained command auto complete (Community Contribution)
49 Days Ago
Cobalt Statue - Added cobwebs and foliage to the prefab
49 Days Ago
merge from airfield_maintainable_features -> PlayerMaintainedMonuments
49 Days Ago
airfield scene to prefab - added mockup maintanables to monument for playtesting
49 Days Ago
merge from fix_compile_sim_parallel -> main
49 Days Ago
Fix compile simulator being slower after adding props file - rewriting prop file each time causes every project to be marked as dirty
49 Days Ago
fixes and improvements, created mockup prefab for playtesting
49 Days Ago
merge from videoplayer_fix
49 Days Ago
merge from fix_deepsea_terrain
49 Days Ago
merge from fix_compile_sim_parallel -> main
49 Days Ago
Time how long it takes to fetch define constants
49 Days Ago
Cherrypick CS 152617 (prevent dotnet processes lingering & fix MSBuild error messages not being printed)
49 Days Ago
Rename vent blocker entity for consistency Rebuild manifest
49 Days Ago
Fix monument blocker resource dispenser not respecting its melee protection stats Fixes an explosive damage only monument blocker still being able to take melee hits
49 Days Ago
Set correct motion vector shader in RRP settings
49 Days Ago
force runtime lookups to rebuild from the updated asset
49 Days Ago
Fix compile simulator not working in parallel mode - use CustomBeforeDirectoryBuildProps parameter to pass in a custom props file to overwrite BaseIntermediateOutputPath - accomplishes the same thing as passing in the BaseIntermediateOutputPath parameter used to - each platform is now in /Temp/CompileSimulation/{Platform} again like it used to be