156,162 Commits over 4,536 Days - 1.43cph!

10 Months 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
10 Months Ago
Add a network graph
10 Months Ago
Setting up EngineUI2_DeveloperTools prefab
10 Months Ago
Implemented a simplified version of the ball pit physics in a test scene
10 Months Ago
Auto auth player on placing steering wheel
10 Months Ago
console tools
10 Months Ago
10 Months Ago
Burlap shirt repose/lods
10 Months Ago
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10 Months Ago
plastic please
10 Months Ago
Renamed the prefabs
10 Months Ago
easel lods
10 Months Ago
Fix for texture issue on 3p m15
10 Months Ago
Add Invoke<T>, Invoke<T1,T2>, InvokeRepeatingWithHandle to use InvokeHandler without allocating garbage
10 Months Ago
WIP code, parameters, setup
10 Months Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
10 Months Ago
Console Info Panel
10 Months Ago
Merge from parent
10 Months Ago
merge from automatedtesting
10 Months Ago
Merge from parent
10 Months Ago
Merge from parent
10 Months Ago
new console items ui
10 Months Ago
merge from SeparatePhysicsScenes
10 Months Ago
That's all folks
10 Months Ago
Almost done...
10 Months Ago
Even more...
10 Months Ago
More...
10 Months Ago
More...
10 Months Ago
Some more...
10 Months Ago
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10 Months Ago
merge from directional_foliage_displacement
10 Months Ago
merge from puzzle_reset_hotfix
10 Months Ago
merge from sort_fixes
10 Months Ago
merge from fix_terrain_nametags
10 Months Ago
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10 Months Ago
Fix displacement clamping
10 Months Ago
matrix optimized texture rez pass
10 Months Ago
Uploading in multiple parts because plastic can't handle... multiple files
10 Months Ago
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
10 Months 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
10 Months Ago
Merge from main
10 Months Ago
Merge from main_merge_10_nov
10 Months Ago
Protobuf, code gen, phrases
10 Months Ago
Merge from main Fallback text merge on BaseEntity.Server and BasePlayer-Occlusion Stomp changes in generated files
10 Months 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
10 Months Ago
Merge from naval update
10 Months 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
10 Months Ago
Fixed storage adaptors losing half of their passthrough power when using the industrial output slot