199,240 Commits over 4,140 Days - 2.01cph!

4 Days Ago
Steam inventory legacy wall redirect Mask fixes
4 Days Ago
Removed optimized loading option (removed on main)
4 Days Ago
merge from new_menu
4 Days Ago
Fixed cart button animations going crazy when searching for a store item added to your cart
4 Days Ago
Store takeover property drawer
4 Days Ago
Store general grid tweaks and fixes
Rin
4 Days Ago
Stole ring rail (Temporary) and static car lift from BillBTestMap
4 Days Ago
new_menu -> aux3
4 Days Ago
Updated pilot cinematic rig
4 Days Ago
Fixed squished images on server browser modal Extra logs to try and find that build error (escape capture)
4 Days Ago
Try and fix the quit modal
4 Days Ago
FlexGrid fixes and cleanup Updated general and limited store tab grids
4 Days Ago
Merge from main
4 Days Ago
Fix for bear pie timing not being sync with other teas
Rin
4 Days Ago
More terrain progress
4 Days Ago
Remove scenes and remapped spawners created by the SceneToScene system
4 Days Ago
localise clear filters
4 Days Ago
Stop devlog tag showing the patch date on the homescreen
4 Days Ago
Localised the quit modal
4 Days Ago
Fixed modded catgegory not working properly
4 Days Ago
Remove code inside PrefabPreProcess
4 Days Ago
Setup store video hero on the home page Auto retry/error logic Random roll setups
4 Days Ago
Remove old dedicated "load monuments as scenes" system since new trimmed_asset_warmup ships every single prefab inside a scene (including monuments) - SceneToPrefab goes back to only a single "Run" button Remove code generation for loading monuments via menu `Scenes/Monuments` as it piggybacked of monument scene asset tags - rename the generated file - prefer to manually update the menu as new monuments are added
4 Days Ago
Added a development mode warning when decor prefabs are not poolable Fix decor rocks not being poolable
4 Days Ago
Loading component prefab
4 Days Ago
Merge from nameplate_optim
4 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
4 Days Ago
cleaning up tools
4 Days Ago
Started implementing new store grid and tile designs, sill wip Improved the tile grid auto sizing, should do a better job at filling grids Fixed some NREs
4 Days Ago
Get rid of per frame allocations when updating nameplates int/long convars now return memoized string values for smaller values
4 Days Ago
improvised walkways progress
4 Days Ago
Merge from main
4 Days Ago
WIP on fixing lighting
4 Days Ago
Update some base materials with correct surfaceprops Mostly affects HL2 coast maps, so footsteps/impact effects are correct Episode 2 material surfprop fixes Fixed a crash when reloading textures CSS map material surface prop fixes Improve how death is handled when NPC is killed by a harpoon Other game systems can now detect these deaths, such as the Antlion Guard section on d2_coast_11 (OnDeath output runs, etc) Added LuaMesh.__tostring Throw a non halting error when GetRenderMesh has a mesh. but not a mat Prevent a crashing issue with multicore and IMesh:BuildFromTriangles
4 Days Ago
avoid redundant sky ambient calc between fog and clouds, can be shared
4 Days Ago
Fix HasBrokenWeaponMod GC allocs through Linq
4 Days Ago
Fix profiler leak in foliage grid
4 Days Ago
Update: BaseRaidBench - move BenchmarkUpdate to Update Hopefully will avoid confusion on why we have multiple update methods Tests: ran the scene
4 Days Ago
Fix bee grenade and rocking chair collider meshes not having read/write enabled
4 Days Ago
fix relief mapping not applying to AO map
4 Days Ago
Electric Table Lamp - Added volumetrics, light bulb, lit up version, WIP texture pass
4 Days Ago
Adding COL meshes for floating walkways
4 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
4 Days Ago
Try disabling all objects in the scenes we're going to unload before we unload them to try and avoid errors while asynchronously unloading
4 Days Ago
Update: promote hack to fix - expanded the explanation a bit further why it should stay Tests: none, trivial change
4 Days Ago
Lowered the top of the locker collider so deployables dont float on top
4 Days Ago
Fix collision not working properly on heavy and shotgun scientists
4 Days Ago
merge from main
4 Days Ago
Dispose of native arrays at the end of query vis job.
4 Days Ago
Implement being able to find previously dropped items by using the metal detector.