131,202 Commits over 4,232 Days - 1.29cph!

Yesterday
Bunch more auth work, fixes and UI option consistency.
Yesterday
Started on the item tab
Yesterday
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching
Yesterday
Power mannequins to change their pose
Yesterday
Padding and layout fixes
Yesterday
Added RobotoMono-Bold
Yesterday
realmed OverlapSphere - this isn't worth it, it's going to break the whole game to fix minor annoyances or in-editor mistake
Yesterday
Fixed RobotoMono material fuckery
Yesterday
Burlap shoes repose/lods - added female prefab
Yesterday
realmed GamePhysics.CheckSphere - it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
2 Days Ago
Console menu navigation
2 Days Ago
Ninja suit repose
2 Days Ago
force World prefab spawning to spawn both client and server manager instances of the prefab in listen-server mode - something hacky in bootstrap to not fail trying to build a navmesh, we're populating TerrainMeta.Path.Monuments twice here but it might be a non-issue beyond this one
2 Days Ago
- Can now pass a radius to debug.puzzlereset, or not to reset all puzzles like before - Fix the command not working from the server console
2 Days Ago
Removed save file name from Craggy's GameSetup
2 Days Ago
Developer tool nav bar buttons
2 Days Ago
Client compile fix
2 Days Ago
- Added RPC name under the info section of RPC packets - Added global filters for server/client realms - Added packet type breakdown of the top packets - Clean restyle of the net graph
2 Days Ago
Command block tests
2 Days Ago
Added the old console to the new developer tool prefab for now
2 Days Ago
Added indirect instancing for the ballpit spheres
2 Days Ago
create GO for the client's physics scene to just hold a terrain collider (Terrain component not needed as it can reference the same TerrainData), should be able to share the static ignore grid still as well
2 Days Ago
Baseline, bootstrap spawns EngineUI2
2 Days Ago
Update vphysics to TF2-double version (Windows only) Adds PhysObj:GetBuoyancyRatio (returns 0 on Linux/OSX), Fixes PhysGun/GravityGun resetting buoyancy (Windows only)
2 Days Ago
Merging fpbuild related changes to main branch
3 Days 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
2 Days Ago
Add a network graph
2 Days Ago
Setting up EngineUI2_DeveloperTools prefab
2 Days Ago
Implemented a simplified version of the ball pit physics in a test scene
2 Days Ago
Auto auth player on placing steering wheel
2 Days Ago
console tools
2 Days Ago
2 Days Ago
Burlap shirt repose/lods
2 Days Ago
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2 Days Ago
plastic please
2 Days Ago
Renamed the prefabs
2 Days Ago
easel lods
2 Days Ago
Fix for texture issue on 3p m15
2 Days Ago
Add Invoke<T>, Invoke<T1,T2>, InvokeRepeatingWithHandle to use InvokeHandler without allocating garbage
2 Days Ago
WIP code, parameters, setup
2 Days Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
2 Days Ago
Console Info Panel
2 Days Ago
Merge from parent
2 Days Ago
merge from automatedtesting
2 Days Ago
Merge from parent
2 Days Ago
Merge from parent