199,192 Commits over 4,140 Days - 2.00cph!

3 Days Ago
Apply crafting cost multipliers to mixing/cooking benches
3 Days Ago
Fixed gesture wheel locked pack store button not redirecting to the store
3 Days Ago
Steam inventory legacy wall redirect Mask fixes
3 Days Ago
Removed optimized loading option (removed on main)
3 Days Ago
merge from new_menu
3 Days Ago
Fixed cart button animations going crazy when searching for a store item added to your cart
3 Days Ago
Store takeover property drawer
3 Days Ago
Store general grid tweaks and fixes
Rin
3 Days Ago
Stole ring rail (Temporary) and static car lift from BillBTestMap
3 Days Ago
new_menu -> aux3
3 Days Ago
Updated pilot cinematic rig
3 Days Ago
Fixed squished images on server browser modal Extra logs to try and find that build error (escape capture)
3 Days Ago
Try and fix the quit modal
3 Days Ago
FlexGrid fixes and cleanup Updated general and limited store tab grids
3 Days Ago
Merge from main
3 Days Ago
Fix for bear pie timing not being sync with other teas
Rin
3 Days Ago
More terrain progress
3 Days Ago
Remove scenes and remapped spawners created by the SceneToScene system
3 Days Ago
localise clear filters
3 Days Ago
Stop devlog tag showing the patch date on the homescreen
3 Days Ago
Localised the quit modal
3 Days Ago
Fixed modded catgegory not working properly
3 Days Ago
Remove code inside PrefabPreProcess
3 Days Ago
Setup store video hero on the home page Auto retry/error logic Random roll setups
3 Days Ago
Remove old dedicated "load monuments as scenes" system since new trimmed_asset_warmup ships every single prefab inside a scene (including monuments) - SceneToPrefab goes back to only a single "Run" button Remove code generation for loading monuments via menu `Scenes/Monuments` as it piggybacked of monument scene asset tags - rename the generated file - prefer to manually update the menu as new monuments are added
3 Days Ago
Added a development mode warning when decor prefabs are not poolable Fix decor rocks not being poolable
3 Days Ago
Loading component prefab
3 Days Ago
Merge from nameplate_optim
3 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
3 Days Ago
cleaning up tools
3 Days Ago
Started implementing new store grid and tile designs, sill wip Improved the tile grid auto sizing, should do a better job at filling grids Fixed some NREs
3 Days Ago
Get rid of per frame allocations when updating nameplates int/long convars now return memoized string values for smaller values
3 Days Ago
improvised walkways progress
3 Days Ago
Merge from main
3 Days Ago
WIP on fixing lighting
3 Days Ago
Update some base materials with correct surfaceprops Mostly affects HL2 coast maps, so footsteps/impact effects are correct Episode 2 material surfprop fixes Fixed a crash when reloading textures CSS map material surface prop fixes Improve how death is handled when NPC is killed by a harpoon Other game systems can now detect these deaths, such as the Antlion Guard section on d2_coast_11 (OnDeath output runs, etc) Added LuaMesh.__tostring Throw a non halting error when GetRenderMesh has a mesh. but not a mat Prevent a crashing issue with multicore and IMesh:BuildFromTriangles
3 Days Ago
avoid redundant sky ambient calc between fog and clouds, can be shared
3 Days Ago
Fix HasBrokenWeaponMod GC allocs through Linq
3 Days Ago
Fix profiler leak in foliage grid
3 Days Ago
Update: BaseRaidBench - move BenchmarkUpdate to Update Hopefully will avoid confusion on why we have multiple update methods Tests: ran the scene
3 Days Ago
Fix bee grenade and rocking chair collider meshes not having read/write enabled
3 Days Ago
fix relief mapping not applying to AO map
3 Days Ago
Electric Table Lamp - Added volumetrics, light bulb, lit up version, WIP texture pass
3 Days Ago
Adding COL meshes for floating walkways
3 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
3 Days Ago
Try disabling all objects in the scenes we're going to unload before we unload them to try and avoid errors while asynchronously unloading
3 Days Ago
Update: promote hack to fix - expanded the explanation a bit further why it should stay Tests: none, trivial change
3 Days Ago
Lowered the top of the locker collider so deployables dont float on top
3 Days Ago
Fix collision not working properly on heavy and shotgun scientists
3 Days Ago
merge from main