137,487 Commits over 4,474 Days - 1.28cph!

1 Year Ago
Merge from main
1 Year Ago
Skin viewer framing tweaks for rock, doors, hammer and fridge Added per-item settings
1 Year Ago
Fixed store NREs when Steam is down
1 Year Ago
Merge from main
1 Year Ago
Fixed store nre
1 Year Ago
Remove MAX_TEXLIGHTS limit from VRAD Update prop water level calculation More accurate water level for props, so props half submerged are no longer considered fully submerged. Explosion code now updates the water level before checking, so RPGs can properly explode floating props now More 64bit progress - VBSP almost runs It still needs vphysics, and model related changes Partial model related merges from x86-64 VBSP warns when vphysics.dll is missing Increase physgun_maxrange maximum value to 32k
1 Year Ago
Start on additional auto-screenshots for workshop submissions
1 Year Ago
WIP remaking the ViewModel editor testing scene with flex UI and more functionality. Currently populating every viewmodel to a dropdown
1 Year Ago
Merge from trimmed_asset_warmup/scene_warmup
1 Year Ago
Change log for prefabs not found in any asset scenes from error to info Only log this in development builds - occurs in AnimationEvents for things like the wire tool
1 Year Ago
Remove redundant scene unload code in LevelManager Remove LevelManager logs in non-development builds
1 Year Ago
Scientist RHIB update
1 Year Ago
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1 Year Ago
Re-enable scrappy damage fx, disabled when waterlogged
1 Year Ago
Update: BaseRaidBench - output avg projectiles per frame Helps us track changes to timers(bases made the benchmark faster as there's less projectiles on average) Tests: ran the scene
1 Year Ago
More consistent refresh button behaviour Call favourite refresh on active refresh Move a bunch of method logic out of local stacks and just into the method call like it should be Older server browser update queries wont update the UI, only the most recent one will. Stale ones are chucked
1 Year Ago
Update: BaseRaidBench - support skins for spawned bases Tests: ran the scene in editor
1 Year Ago
Polished the panning settings
1 Year Ago
Change ping header to 'last played' in favourites Try running pre warm without cache (cleaner behaviour - needed for the modal) Refresh all can force cache on or off New shorter streamermode sanitise
1 Year Ago
Skin viewer pan controls
1 Year Ago
Prewarm the server browser, so when you access it it's already filled with servers
1 Year Ago
potential fix for client weather.load clouds not being overridden by subsequent server load
1 Year Ago
Reset connection viewer description to the top on open Removed a bunch of crappy logs
1 Year Ago
Bugfix: BaseRaidBenchmark - walls now appear on spawned bases - Export the model bitmask for building blocks - Updated the base json Tests: ran the scene
1 Year Ago
Skin viewer takes the entire screen when fullscreen Changed button hitbox, was overlapping other UI stuff
1 Year Ago
Fixed a bunch of server browser buttons/filters using the wrong material after the cleanup
1 Year Ago
Rewrite foil shader so it supports soft masking Fix broken premium icon shader Fix broken premium text shader
1 Year Ago
Bugfix: unblock use of DemoBuildingsViewer after running benchmark/playing in editor - Done via temporarily shutting down steam connection Tests: opened the scen from the demo after running the benchmark
1 Year Ago
Update: move building hierarchy sorting to export - also fixed the bug with using Append instead of Enqueue Tests: ran BaseRaidBench scene
1 Year Ago
Update: BaseRaidBench - spawn bases around the firing circle - added the largest base from my demo Walls are borked, same issue as editor, gonna fix next. Tests: ran the scene
1 Year Ago
Go over cases where scientists can react too fast to noise / being hurt, and improve them
1 Year Ago
Skin viewer zoom controls Blur is full screen
1 Year Ago
Make all buffer memory blocks have a Swap() function
1 Year Ago
Make new no buiid zone shader more transparent.
1 Year Ago
merge from tugboat_toot
1 Year Ago
merge from main
1 Year Ago
merge from static_entities_hostile_fix
1 Year Ago
Add a QueryVisJobRunner to handle visibility checks in batches while also allowing for layer mask filters. Name tags are now a lot more stable with the magic offset removed and physics based visibility checks. Split the bot.crouch command into two client/server commands.
1 Year Ago
Fixed current level being SkinViewer instead of menu
1 Year Ago
Fixed window opening
1 Year Ago
Update: export parent IDs for entities in buildings Tests: exported largest base from demo - confirmed expected entity had ID
1 Year Ago
Update: Move Building to it's own file Makes it accessible for benchmarking Tests: compiles in editor
1 Year Ago
clear benchmark timers after recording results, stops accumulating time between runs
1 Year Ago
Arc ball controls when opening skin viewer full screen Tweaked a lot of items pivots
1 Year Ago
ghost ship set dressing push material tweaks, decal layer tweaks
1 Year Ago
Fish pile generic tileable textures Fish piles prop meshes, colliders and prefabs Some new blood and gore decals for set dressing
1 Year Ago
S2P outpost, bandit camp, fishing villages, stables, large oilrig
1 Year Ago
UI windows will try and repair themselves if left in a broken state
1 Year Ago
dont create particles if outside LOD radius
1 Year Ago
Fixed connect button screwed up button icon size