196,397 Commits over 4,110 Days - 1.99cph!

3 Days Ago
merge from train_clipping_parent_fix
3 Days Ago
Merge from mixing_item_delete_fix
3 Days Ago
Fixed mixing table sometimes deleting ingrendients when they cannot be stacked due to spoiling
3 Days Ago
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3 Days Ago
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3 Days Ago
More cleanup Added "Block from Mannequin" field on ItemModWearable, enabled on inflatable outfits
3 Days Ago
More cleanup, update icon
3 Days Ago
Cleaned out a bunch of stuff we're not planning on using - scrubbing animations, manual joint posing Removed female mannequin version
3 Days Ago
Mannequin uses new mesh
3 Days Ago
Merge from hackweek_manny
3 Days Ago
Merge from main
3 Days Ago
Mouse wheel keybind support + wire slack keybinds to the new settings menu
3 Days Ago
Merge from parent
3 Days Ago
Minor cleanup for CeilingLight
4 Days Ago
merge from main
4 Days Ago
Fixed wire slack not working with string lights
4 Days Ago
merge from main
4 Days Ago
merge from mousewheel_binds_fix
4 Days Ago
Can now bind mousewheeldown and mousewheelup from the settings
4 Days Ago
Added binds for wire slack Also fixed the options menu defaulting to the controls tab
4 Days Ago
Fixed mouse wheel key combos not being bindable
4 Days Ago
Fixed LR300 steam item description generation
4 Days Ago
Fixed some compile warnings Added more sanity checks Prop fading changes If prop min fade distance is below 0 (i.e. -1), it will be set to max fade distance if max fade distance is below 500. This avoids props being always transparent in this scenario, even when walking up really close to it.
4 Days Ago
hanging lights
4 Days Ago
Manifest
4 Days Ago
Merge from trimmed_asset_warmup
4 Days Ago
Try to only bundle referenced prefabs since Unity doesn't like us selectively warming them up
4 Days Ago
merge from main
4 Days Ago
fix water rendering issues on macOS
4 Days Ago
merge from session_analytics
4 Days Ago
Added session_start and session_end events Added session_id field to every events
4 Days Ago
merge from main
4 Days Ago
Flex grid min values on row count and row min height
4 Days Ago
Don't rely on managed references when removing instances, use InstanceHandle instead
4 Days Ago
Hack: BiomeBenchmark - try generating clutter without incomplete server Didn't work, since they spawn server side, but there's no server to send this info to client. Will try to migrate the clutter to client side next. Tests: benchmark in editor
4 Days Ago
Store featuring fixes More analytics, added journey_id to all store events
4 Days Ago
Fixed changing video settings always forcing map reload Improve performance of ToGMODPlayer clientside Matches serverside implementation now Optimize player.Get* functions a bit Optimize ents.Get* and ents.Find* functions Remove -preload as well Use safer Entity push function for recent changes to player/ents libs Remove unused c_fire_smoke methods Fixed worldspawn not calling create/remove hooks correctly clientside Should now be consistently calling create AND remove hooks. Fixed clientside ragdolls not calling GM:EntityRemoved
4 Days Ago
Add some sanity checks Removing more unused convars cl_burninggibs, r_propsmaxdist cl_first_person_uses_world_model - does nothing mat_max_worldmesh_vertices - no noticeable effect Removing more unused convars showparticlecounts, cl_team, cl_class Remove cl_SetupAllBones It was functional, but seems to be some sort of leftover hack which is disabled by default anyway Removed cl_forcepreload It is gone in newer versions of the engine anyway. It's functionality CAN be replicated via `-preload` launch param for whatever reason. Added player.GetCountConnecting Added more sanity checks Added lua_matproxy_nobindmat & matproxy changes The convar is for testing only (since not all servers have the updated Lua library), Lua mat proxies will reuse the already stored material in Lua for the bind callback, rather than pushing the stored material from C every frame. This prevents thousands of IMaterials being pushed to Lua a second, and should prevent hitching when GC deletes them all in batches. Minor cleanups Bump internal renderData buffer from 64k to 80k Prevent TOGL crashes when encountering debugger break Merge Pull Requests * Minor optimizations to Problems panel, abilty to close it via ESC key or clicking empty space * Numpad library discards bindings to KEY_NONE * Remove tostring call on the argument of player.GetBySteamID64
4 Days Ago
Remove unused c_fire_smoke methods Fixed worldspawn not calling create/remove hooks correctly clientside Should now be consistently calling create AND remove hooks. Fixed clientside ragdolls not calling GM:EntityRemoved
4 Days Ago
Updated Banana Bunch Albedo Texture Map Updated Banana Bunch Model to incorparate feedback
4 Days Ago
Use on toggle enabled instead (for gamemode filters)
4 Days Ago
Update: BiomeBenchmark - add basic avg frame time tracking Tests: ran scene in editor
4 Days Ago
Slighty improved server browser tab behaviour - can now toggle off gamemodes that are already toggled Better
4 Days Ago
Update: BiomeBenchmark - generate fly-through camera track Tests: BiomeBenchmark in editor
4 Days Ago
Update: BiomeBenchmark - re-enable a bunch of procgen scatter - Brings in vine trees, rocks Tests: BiomeBenchmark in editor
4 Days Ago
Server browser now properly responds to gamemode toggles Setup system to inject tags into existing server browser (dependent on which buttons are on)
4 Days Ago
added mannequin test and set up with basic spawnable prefab
4 Days Ago
Update: BiomeBenchmarks - Fixed biome generation on row-islands - Benchmark map size works with NPOT sizes Now to figure out why forests are not coming through Tests: BiomeBenchmark in editor
4 Days Ago
- Always crouch when flanking - Remove in water checks for perf - Pick far covers when target is too close, close covers when targer is too far, and different covers otherwise - Heavily favours not peeking from same spot twice