131,135 Commits over 4,232 Days - 1.29cph!

Yesterday
Client compile fix
Yesterday
- 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
Yesterday
Command block tests
Yesterday
Added the old console to the new developer tool prefab for now
Yesterday
Added indirect instancing for the ballpit spheres
Yesterday
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
Yesterday
Baseline, bootstrap spawns EngineUI2
Yesterday
Update vphysics to TF2-double version (Windows only) Adds PhysObj:GetBuoyancyRatio (returns 0 on Linux/OSX), Fixes PhysGun/GravityGun resetting buoyancy (Windows only)
Yesterday
Merging fpbuild related changes to main branch
2 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
Yesterday
Add a network graph
Yesterday
Setting up EngineUI2_DeveloperTools prefab
Yesterday
Implemented a simplified version of the ball pit physics in a test scene
Yesterday
Auto auth player on placing steering wheel
Yesterday
console tools
Yesterday
Burlap shirt repose/lods
Yesterday
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Yesterday
plastic please
Yesterday
Renamed the prefabs
Yesterday
easel lods
Yesterday
Fix for texture issue on 3p m15
Yesterday
Add Invoke<T>, Invoke<T1,T2>, InvokeRepeatingWithHandle to use InvokeHandler without allocating garbage
Yesterday
WIP code, parameters, setup
Yesterday
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
Yesterday
Console Info Panel
Yesterday
Merge from parent
Yesterday
merge from automatedtesting
Yesterday
Merge from parent
Yesterday
Merge from parent
Yesterday
new console items ui
Yesterday
merge from SeparatePhysicsScenes
Yesterday
That's all folks
Yesterday
Almost done...
Yesterday
Even more...
Yesterday
More...
Yesterday
More...
Yesterday
Some more...
Yesterday
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Yesterday
merge from directional_foliage_displacement
Yesterday
merge from puzzle_reset_hotfix
Yesterday
merge from sort_fixes
Yesterday
merge from fix_terrain_nametags
Yesterday
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Yesterday
Fix displacement clamping
Yesterday
matrix optimized texture rez pass
Yesterday
Uploading in multiple parts because plastic can't handle... multiple files