140,730 Commits over 4,505 Days - 1.30cph!

2 Months Ago
Apartment lighting layer testers.
2 Months Ago
- Setup raid windows so they transfer UTC time from server -> client and client then resolves properly to their own timezone - Fix 'Raiding Allowed' and 'Raiding Blocked' vital notes from not poping up - Keep track of when the raid window opens via a syncvar on the gamemode entity
2 Months Ago
Optim: skip BeeSwarmMaster.StartDie call if already dying Saves on ActuallyDie invoke and allocation Tests: none, trivial change
2 Months Ago
Cherrypick CS 155224 (elevator deploy NRE)
2 Months Ago
Added softcore gamemode modal, opens when clicking on the softcore tag
2 Months Ago
Optim: avoid repeated invoke scheduling in BeeSwarmAI - SetOnFire gets skipped if bees are already on fire (saves StartDie scheduling) - StartDie gets skipped if bees are already dying (saves Egress scheduling) Tests: none, trivial changes
2 Months Ago
Fix NRE when placing elevator
2 Months Ago
Remove WinXP targeting from launcher_main and chromium Remove unused/useless convars * tf_escort_score_rate, hud_airboathint_numentries Rework cvars.AddChangeCallback filter * Convars that cannot be identified as server only or client only now run the callback in both realms * protected convars no longer run this callback at all More cvar cleanups * Removed sv_hudhint_sound, striderbuster_magnetic_force_hunter, sniper_xbox_delay, systemlinkport, matchmakingport, xmove, xlook Build 64bit dmxconvert.exe Fixed engine failing to run DMXConvert when there are spaces in path * Fixes StudioMDL not able to work with .dmx files if the model path has spaces anywhere. Possibly other tools and symbols affected too Fix project build warning with Hammer Make StudioMDL errors red color Minor studiomdl cleanups & additions from csgo *Added support for noforceloop for animations, $appendblankbodygroup, $preservetriangleorder, $bboxonlyverts * Some better error reporting Increase StudioMDL file buffer from 32MB to 128MB Add a StudioMDL crash check to do with that one DMX model * Probably not an ideal fix, but at least no crash Fixed func_conveyor applying infinity as force HLMV tweaks * Make frame slider taller * Enable Middle Mouse to translate the camera * Fixed error spam if using certain previews before loading a model * Origin Axis can draw without a model * Improve default camera angle (on launch, when no model) Reset surface.SetAlphaMultiplier every frame start Adjust env_fog_controller blinding check Cleanup cache/workshop/ on dedicated servers Replace empty string with <NO MAP> in windows srcds console * Just so it doesn't look like its bugged Minor fixes for NPC multiplayer support Potential crash fixes Minor cleanups + extra filesystem checks Fixed some issues with HLfaceposer.exe * Fixed a crash, missing textures
2 Months Ago
Rename animation specific menu items to be more descriptive. [MenuItem("Tools/Animation/CSV Dump")] -> [MenuItem("Tools/Animation/Dump Animator Controller to CSV")] [MenuItem("Tools/Animation/Hash Debug")] -> [MenuItem("Tools/Animation/Animator String-to-Hash Calculator")] [MenuItem("Tools/Animation/Animator Override Updater")] -> [MenuItem("Tools/Animation/Replace Clip in All Override Controllers")]
2 Months Ago
Bugfix: fix caching of DiveSiteBuoy.updateAction Tests: checked IL
2 Months Ago
Enable radial menu on apartment elevators only
2 Months Ago
Make radial menu for elevators opt-in
2 Months Ago
Layer shifting on large apartment & lighting prefab.
2 Months Ago
Optim: cache Sprinkler.DoSplash invoke Tests: none, trivial change
2 Months Ago
merge from game_room_dlc
2 Months Ago
Metas
2 Months Ago
merge from main
2 Months Ago
Remove MaterialReserialzer script (removes the menu option, script is deprecated)
2 Months Ago
Optim: cache HBHFSensor.UpdatePassthroughAmount invoke Tests: none, trivial change
2 Months Ago
Optim: cache ElectricBattery.TickUsage invoke Tests: none, trivial change
2 Months Ago
Fixed an issue with render pipeline global settings not being set after loading them from resources
2 Months Ago
tanker area sphere tank progress
2 Months Ago
Optim: cache ElectricBattery.AddCharge invoke Tests: none, trivial change
2 Months Ago
Merge from worldposiitongenerator_optim
2 Months Ago
Added the grain volume component and added it to all RRP volumes that needed it
2 Months Ago
Applied lighting prefab WIP to scene.
2 Months Ago
tanker area sphere tank progress
2 Months Ago
Optim: cache CoalingTower.CheckWagonLinedUp invoke Tests: none, trivial change
2 Months Ago
Optim: Cache StrobeLight.SelfDamage invoke Tests: none, trivial change
2 Months Ago
Optim: cache SamSite.WeaponTick invoke Tests: none, trivial change
2 Months Ago
mag drop, shell eject and mag visibitly added for M16a2 vm and 3p anims
2 Months Ago
More optimisations for missions WorldPositionGenerator Remove the uneccessary persistent heap allocations for quadtree element arrays and element->rect lookup. Just store rect arrays directly Only keep in memory rects which we know are within valid bounds for a given set of input values rather than all of them Don't do boundary checks on those rects which have been preprocessed (we already know they are within valid bounds) Remove some garbage allocs from lambda captures in PrecalculatePositions (takes place once at server boot)
2 Months Ago
tweaked draw distances on vent large duct prefabs, were culling too soon
2 Months Ago
New "Blocked by industrial piping" error when building is blocked by an industrial pipe (before it would say blocked by the entity the pipe is connected to, which could be far away) Phrases
2 Months Ago
merge from blocked_by_piping_error
2 Months Ago
apartment complex HLOD+S2P
2 Months Ago
NPC lean animations first pass
2 Months Ago
fixed new fridge prefab not culling
2 Months Ago
tarp draw distance increase bg apartment barricades entity > static mesh prefabs fill hole in terrain near apartment building
2 Months Ago
merge from clan_bugfixes
2 Months Ago
Add UI section in the keybind settings, add clan menu and contacts menu bind options, move crafting menu option to it
2 Months Ago
fixed up transparent edge on wallpaper edge across uv0 and uv1, set to use detail mask transparency
2 Months Ago
Enable clan name tag color accessibility option
2 Months Ago
merge from main
2 Months Ago
mask tweaks
2 Months Ago
Added a new property to the Standard and Standard (Specular Setup) shaders for allowing the use of the detail layer's albedo alpha channel
2 Months Ago
merge from main
2 Months Ago
update from main
2 Months Ago
wallpaper inventory model material setup, texture resize,base prefab
2 Months Ago
merge from settings_serch_fix