202,644 Commits over 4,171 Days - 2.02cph!

2 Months Ago
set repairable definition correctly so items can be spraypaint skinned
2 Months Ago
Deployable snapping setting Fixed some padding issues
2 Months Ago
Added new UI sound slider to the new settings menu
2 Months Ago
Added new map markers binds in the settings
2 Months Ago
Added a button to reset keybinds individually
2 Months Ago
Update: BaseRaidBenchmark - players are visible and dressed Tests: ran the scene
2 Months Ago
Rebuild manifest
2 Months Ago
Merge from main
2 Months Ago
Setup for third person testing
2 Months Ago
legacy wood wall and gate sitems, skinnable and pack sitem, rebuilt skins and manifest
2 Months Ago
New: BaseRaidBenchmark - stress test client via a raid scenario - Doesn't do much, just ground framework Tests: ran the scene - saw players spawn (but not their visuals)
2 Months Ago
Update: World Setup Benchmark -> BiomeBenchmark World Setup rename - replaced default params on BiomeBEnchmark with placeholder to indicate they don't do anything Tests: none, trivial changes
2 Months Ago
Connect Modal styling
2 Months Ago
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2 Months Ago
Fix minigun world model briefly spinning when being equipped in third person
2 Months Ago
Changed "Failed to find DungeonBaseRoot" and "Failed to find DungeonGridRoot" to warnings in builds, as this is expected to occur in primitive mode and shouldn't result in errors
2 Months Ago
Merge from parent
2 Months Ago
Merge from main
2 Months Ago
Possible BaseOven.CookVisuals NRE fix
2 Months Ago
merge from party_system -> main
2 Months Ago
Moved the scientist giving the outpost spawn point mission to a nearby sidewalk Switched the spawn point name from Compound -> Outpost
2 Months Ago
Remove all the code for optimized loading/async warmup (not compatible with asset scenes)
2 Months Ago
Move hardcoded assets to bootstrap asset scene because some are needed in the menu Fix some scene switching issues after LevelManager changes
2 Months Ago
Better behaviour when handling tight corners, better scaling Use spherecast for matching deployable capture (better again for barrels) Rename inBuildingPrivilege to buildingBlocked
2 Months Ago
Merge from main
2 Months Ago
Disco floor just uses its own snapping system for entity to entity connections. Ensure large planter box can still snap to the centre of a foundation
2 Months Ago
Use OBB for matching deployable snapping. Since Hit Normals wont be guaranteed to be 'boxy', we should just use OBB instead. This instantly improves barrel snapping.
2 Months Ago
merge from main
2 Months Ago
Localization
2 Months Ago
Pull DLC price from steam, show discounted price and discount percent when on sale
2 Months Ago
Fixed Shelves not wanting to snap together properly Added debug command for snapping
2 Months Ago
Evaluate every snap type first and then go with the best one automatically based on a score - just use distance for now Fixed issue with large storage box where it would go invalid on one side depending on the placement
2 Months Ago
Merge from main
2 Months Ago
(subtract) to get the right value
2 Months Ago
Implemented store DLC tab, wired the dlc overlay pages
2 Months Ago
Calculate a better Y placement height Set all snapping casts to have a maximum of 1 unit
2 Months Ago
New user-bindable marker commands: - `buttons.markcurrentpos` to place a marker at the players position on the map - `buttons.clearmarkers` to clear all map markers
2 Months Ago
Reverted 123230 "merge from session_analytics", needs more work
2 Months Ago
Do not build bootil 64 bit on linux/osx
2 Months Ago
Threadtools/tier0 merges from x86-64 Update Windows build scripts again Build bootil 64 bit Can now build 64bit filesystem, addons, addons_fs, vpklib, vpk and vtex
2 Months Ago
Fix NRE from party menu trying to render when opening DM menu in chat
2 Months Ago
Follow ScriptableObject references when finding referenced prefabs (fixes bootstrap bundle missing some assets) Make LevelManager safer to use with overlapping async operations by queuing them internally Fix ordering issue with AsyncOperation by only starting to load non-bootstrap asset scenes once the menu has loaded Fix scenes created at runtime (client entities, etc.) being accidentally unloaded by LevelManager because they are created when activating the new scene Load asset scenes in parallel
2 Months Ago
Fixed particle related crashes when attached to an entity Pointless nullptr checks for CImage when basically OOM Apply SendSnapshot hack from base game to HLTV Allows full update snapshot to exceed 256KB limit, up to 1MB limit. Also updated some console messages and kick reasons to include more useful data Can now build 64bit map compilers Update build scripts for Windows
2 Months Ago
merge from fogmethod1
2 Months Ago
correct default max brightness
2 Months Ago
merge from indirect_instancing
2 Months Ago
smooth out abrupt fog/lighting change when going underground
2 Months Ago
- Fixed invisible objects due to state information ending up wrong in the prefab pool - Fixed method ambiguity build error in BufferList - Merged aggressiveShadowLod optimisation into InstancedLODComponent - Allow RendererLOD collapsing when instancing is enabled - Added stats about fallback rendering to indirect instancing diagnostics - Fixed shadow proxy detection - Avoid leaking memory by actually destroying monster meshes before recreating them
2 Months Ago
Re-enabled instancing for the Nature/Cliff shaders
2 Months Ago
merge from fogmethod1