139,140 Commits over 4,352 Days - 1.33cph!

Today
▌ ▊█▍▋▇▅▍▇▋▄█ ▄▍▅ ▅▄▊▅▅▄ ▄▄▉▆▅▆▍ ▇█▊▆▆▊ ▅▉▋▍▍▄▄█ █▄▍▆▅▆ ▌▊ ▅▅█▉▍▋▉▌▋ ▊▄▅▊ ▍▄▌▆▇▋ ▊█ ▅▊▄▄▊▉▍▊ ▍ ▍▄▅▋▆▉▋▋▊█▍ ▌▆▇▄▍ ▌▉▄▄
Today
Populate radial menu for worn items. RPCs for toggling individual items. Individual worn item toggling now works.
Today
LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes
Today
▊ ▌▆▊▄▄█ ▍▊▉▉▌▌▌ ▍█ ▉▍▍ ▌▇▉▄█▊▆▅▆▊▊█▊▌█ ▄▇▋▌▍▊ █▋▄█▋▍▅▅ ▆▌██▄▇▋▅▌▋▄ ▋▍▅▆▄ ▄▍▍▇▋▊▊ ▋▍▆▇▉▉▉▋▊▅ ▍▄▌▅▄▉▉▋▍█▍▌
Today
Rustige Egg H - Updated icon
Today
avoid NRE when enabling indirect instancing
Today
Added support for optional vertex color tinting of the detail albedo on the standard shader
Today
merge from hamster_water_wheel -> waterwheel_deployable
Today
Tweaked UGC filtering panel toggle hitboxes
Today
Copy paste tab: added paste options panel to set the different paste convar settings Added undo button
Today
Tweaked item tab button hitboxes
Today
merge from main
Today
merge from main
Today
Furnace workshop effects controls
Today
▌ █▋█ ▆▍▋█ ▋▍▉▄▉ ▄█▄ ▆▊▉▄▇▌█▆▅▊▆ ▍▉ ▉▌▊▌▅▌ ▊▇ ▊▇ ▅▍▉ █▋ ▌▋▄▌ ▋▌▋▊▅▆▋▍▍▉▆ ▊▋▋▌▆ ▄▌▆█
Today
Update(tests): add perf tests for serial and parallel UpdateSubscriptions Tests: ran it
Today
Updated storage box store page description
Today
remove redundant script, add EmissionToggle to bbq in deployable and workshop skinnable
Today
Rustige Egg H - Updated textures, updated model with LODs, updated icon (wip), general prefab setup
Today
▄ ▊▊▊█ ▊▍▌ ▅▅▍▍ ▊▆ ▇▍▋ ▉▆▍▉▊▆▋▌ ▆▄▍▍▄▄ ▆▊▋ ▇▅▉ ▋▅▋▍▍▄▆▍▇ ▊▊▉▅▅ ▋▋▊ ▅▇▇▍▋▅▉ ▍▍▅▅▋▇▌▍ ▆▇▄▇█ ▄▉▊ ▄▋▉▊▇ █▌▌▆▉▍▊ ▍▋▉ ▍ ▄▆▍▄▍▅▆▍▋▋▆ ▋▅█▇▊ ▉▊▇▆
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
Yesterday
Bugfix(tests): when setting up a dummy server, ensure heighmap is also initialized Needed to accomodate recent changes with tunnel net groups Tests: perf test for snapshot deps now runs
Yesterday
Apartment lights - updated textures
Yesterday
Prevented indirect instancing from ignoring motion vectors for a draw call when its world bounds was set to have a center of zero
Yesterday
add packet ref, tweaked array pool size
Yesterday
merge from new_console-ui/copypaste
Yesterday
Last fixes and tweaks
Yesterday
▇ ▆▇▌▍▊▉ ▌▆▇ ▇▍▊▊▍▍▇▋▇▉ ▇▌▌▉ ▋▊▉▄▅▆ ▆▌▋▍▅ ▋▄▍ ▊▊▇▄ ▋▊▅ ▅▋▅▇▍ █▇█ ▅▋█▇▋▅▆▅ █▋▍▅▉▆ ▊█▆▍▇▄▋▅▆▅ ▆█▊ ▍▇▋▆▌ ▍▇▊ ▆▊▇▆▌██▍▇ ▌▉▉▍▄▊▅▄▄▇▋ ▍▉▇▅▇ ▉▇▋▋
Yesterday
updated apartment light textures
Yesterday
Ascending/descending sorting for the list view Hovering the line shows the thumbnail Styling and layout tweaks, fixes
Yesterday
▄▋▍▆▉▅▅ ▌▋▍▉▉
Yesterday
missing glass from kiosk F + set dressing
Yesterday
▍▍▋▍▌▍▉▌▍ ▋▅▍▆ ▆▇▋ ▋▉▌▊▍█▌▆▍ ▄▄▍▅▋▊▄ ▉▉▌▍▅▊ ▊▇▉▄█ ▉▊ ▆▉▍▊▉ ▇▆ █ █▅█▅▉▄▋▌ ▉▊ ▅▅▄█ ▋██▉ ▄▍█▄▌ ▍▆ ▊▊█▅▇▊█▇▊▄▇▇▌ ▊▊▌ ▉▄█▆█▉▌▌ █▅▍▆▇▍
Yesterday
Update rust native lib for all platforms to contains the new recast code
Yesterday
Merge from main
Yesterday
List and grid view mode toggle Sorting buttons Polish
Yesterday
set dressing kiosk D
Yesterday
▋▍█▊▆▅█▊ ▅▊▋▅▊▇▅▉▊▍▉▍ ▌▌ ▇▋▄▅▉▋█▅▅ ▇▋▆▉▆▇▄▌█▍ ▋▅█▊▋▇
Yesterday
Include VehicleLarge layer in growable entity sun raycast
Yesterday
bulky sofa greybox
Yesterday
Re populating skeleton skin bone array for frontier hazmat