136,408 Commits over 4,444 Days - 1.28cph!

26 Days Ago
Ponytail/Bun hair update
26 Days Ago
industrial torch sounds
26 Days Ago
Torch entity stuff
26 Days Ago
More work on show/hiding ammo/mags for viewmodel reloads
26 Days Ago
merge from premium_rebrand
26 Days Ago
Changed the wording, updated tag icon
26 Days Ago
industrial_conveyor_network_optimize -> main
26 Days Ago
Unbusy has to call the full update because we are .5s later
26 Days Ago
- Prevent Unbusy from also calling a network update - Prevent Invokes from allocating in client tweens and when unbusy is invoked
26 Days Ago
Restore "Get Premium" button on the connect modal when looking at a premium server when not having premium
26 Days Ago
Stop industrial conveyors from sending 4 network updates rather than one every time the switch is set on or off (until flag changes are implemented)
26 Days Ago
PlayerCopyTool copies base color brightness
26 Days Ago
network_analyser_rebuild -> main
26 Days Ago
more skinset balance
27 Days Ago
uncouple skinNumber and meshNumber, so skin brightness doesn't correlate with the subset
27 Days Ago
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27 Days Ago
Merge from props_usage
27 Days Ago
Try changing LZMA compression length calc again so its good on 64bit
27 Days Ago
Mat tweaks.
27 Days Ago
Light fix
27 Days Ago
Various torch related.
27 Days Ago
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
27 Days Ago
Industrial Torch - Updated textures, rendered icon, updated icon renderer script in entity prefab
27 Days Ago
Fixed IconRender scene using the old UI input system module
27 Days Ago
merge from keyboard_layouts_fix
27 Days Ago
Fix bind_default stomping player rebinds when the default command was left unbound
27 Days Ago
Minor changes Try to scale NPC eye pupils with head/model scale * Seems to kinda work? Inflator tool tweaks * "Fixed" it being able to hit NPC bounding box (Made it ignore hull traces entirely) * Added replacement material for the effect that supports transparency * Updated the inflator effect so you are able to see what you are doing. It will also look different between inflating/deflating TTT: Use replicated convars instead of global nwvars (Community PR) Add another text step in loading when connecting to servers Mine changes with font code Update fps_max_menu and nofocus logic a bit (and block them from Lua) Many minor merges from TF2 SDK * Fixed minor compile warnings, removed unused variables, etc. More minor changes Remove usages of FIELD_CLASSPTR Initialize GCudata::unused2 with 0 Added new optional argument to steamworks.GetList - search string * Also makes "userID" argument optional. (Can give it nil) Fixed LZMA decompression size calc on 64bit
27 Days Ago
merge from premium_rebrand
27 Days Ago
Compile fix
27 Days Ago
merge from premium_rebrand
27 Days Ago
Tweaks, deleted old premium modal
27 Days Ago
Updating burstcloth constraints for industrial torch
27 Days Ago
Deleted some old assets Reserialized a bunch of menuui2 prefabs
27 Days Ago
Updated premium server browser tag
27 Days Ago
Broken tile prop set
27 Days Ago
Update fps_max_menu and nofocus logic a bit (and block them from Lua) Many minor merges from TF2 SDK * Fixed minor compile warnings, removed unused variables, etc. More minor changes Remove usages of FIELD_CLASSPTR 64bit saverestore fixes Windows SRCDS console changes * Do not call AllocConsole or SetWindowPos when Windows SRCDS is ran from the console exe Initialize GCudata::unused2 with 0 Added new optional argument to steamworks.GetList - search string * Also makes "userID" argument optional. (Can give it nil) Fixed LZMA decompression size calc on 64bit
27 Days Ago
more skin set balance
27 Days Ago
RRP BillboardLight logic consistency fix with BRP
27 Days Ago
Swapped premium logo in main menu footer
27 Days Ago
Added UIBorder and UIRoundedCorners
27 Days Ago
Rebuilt the premium modal
27 Days Ago
SRCDS: Do not call SetWindowPos if within console app, apply SWP_NOMOVE
27 Days Ago
Full remake of the network analyser UI. Supports: - looking at a delta (last x seconds) - Pin/Compare snapshots side by side - Anomaly Highlighting (needs more work), highlights rows that are particularly expensive considering our bandwidth
27 Days Ago
50cal_animation_improvements -> main
27 Days Ago
merge from main -> optimize_train_track_meshes
27 Days Ago
Remove another call to AllocConsole()
27 Days Ago
update apartment_complex_monument/prototype
27 Days Ago
merge from main -> apartment_complex_monument
27 Days Ago
Optim: Replace Physics.OverlapBox with Physics.CheckBox in BaseVehicle.VehicleFixedUpdate Saves allocating the results array, and should be cheaper as well Tests: none, trivial change
27 Days Ago
Allow toggling more than one gameobject based on ammo > 1