134,599 Commits over 4,293 Days - 1.31cph!

10 Months Ago
First pass of jungle color grade (not applied, needs a script amendment) Also first pass of jungle climate settings (probably gonna need an elevation multiplier for aerial density)
10 Months Ago
ContentIcon.Copy also copies the tooltip Fixed some small memory leaks in dedicated server workshop Undo a certain change that could be causing crashes for 1 dude Apply a hack for bone manip level transitions Added `-noconclr` to disable srcds console colors Partially implement mat_ambient_light convars They require shader changes for LightmappedGeneric for full support, sigh Fixed regression with TTT team colors while spectating SpawnIcon.Copy copies tooltip & OpenMenuExtra mimics contenticon Remove local define for MAX_EDICT_BITS in net.lua Fixed HLS shotgun right click pump sounds desync Make zoom_sensitivity_ratio save across sessions. Fixed a server crash to do with keyvalues Fix particles never appearing with debugger attached Micro optimize Get_Entity Make PLAYER:AddCleanup server only (Community Contrib) Localize named Citizen NPCs Fixed KEEP_ON_RECREATE_ENTITIES sharing value with other flag Updated FGD files Added logic_register_activator, logic_coop_manager, point_viewcontrol_multiplayer and point_viewproxy Updated prop_vehicle_choreo_generic
10 Months Ago
merge from high_walls_skins
10 Months Ago
Whitelist doors as well (to make sure gates aren't blocking reskin)
10 Months Ago
merge from high_walls_skins
10 Months Ago
Whitelisted furnaces, building blocks and barricades NRE fix
10 Months Ago
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10 Months Ago
Updated FGD files Added logic_register_activator, logic_coop_manager, point_viewcontrol_multiplayer and point_viewproxy Updated prop_vehicle_choreo_generic
10 Months Ago
merge from high_walls_skins
10 Months Ago
Block high wall spraycan reskinning if something is deployed on the wall and could be destroyed in the process Show a toast indicating which entity is blocking the action
10 Months Ago
Updated FGD files Added logic_register_activator, logic_coop_manager, point_viewcontrol_multiplayer and point_viewproxy Updated prop_vehicle_choreo_generic
10 Months Ago
gantry pipe end flipped variation. updated textures too
10 Months Ago
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10 Months Ago
Fixed a server crash to do with keyvalues Fix particles never appearing with debugger attached Micro optimize Get_Entity Make PLAYER:AddCleanup server only (Community Contrib) Localize named Citizen NPCs Fixed KEEP_ON_RECREATE_ENTITIES sharing value with other flag
10 Months Ago
Fixed a server crash to do with keyvalues Fix particles never appearing with debugger attached Micro optimize Get_Entity Make PLAYER:AddCleanup server only (Community Contrib) Localize named Citizen NPCs Fixed KEEP_ON_RECREATE_ENTITIES sharing value with other flag
10 Months Ago
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10 Months Ago
Updated workshop OBJ models - Custom SMG, Sleeping Bag, Waterpipe Shotgun, Pump Shotgun, Double Barrel Shotgun, Work Boots, Tank Top, Collared Shirt, Sword, Bear Rug, Rug, Rocket Launcher, Rock
10 Months Ago
merge from main
10 Months Ago
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10 Months Ago
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10 Months Ago
Update: Split various tick validation functions into smaller loops - Added a couple small extension utils to NativeList This helps isolate code that we'll be able to run as Burst jobs - there's a bit more to split Tests: Staging demo playback - got comparable results
10 Months Ago
Merge from parent
10 Months Ago
Layer fix
10 Months Ago
trawler greybox progress
10 Months Ago
Merge from ent_setup
10 Months Ago
Skeleton.Snake fix
10 Months Ago
Update: Adding last missing API - TickInterpolatorCache.TransformEntries - added tests to cover it Tests: ran unit tests
10 Months Ago
Some entity tweaks
10 Months Ago
Fixed legacy furnace corpse colliders Manifest
10 Months Ago
Fixed workbench1 corpse prefab Fixed workbench corpses being lootable Fixed corpse pickup showing conditions
10 Months Ago
set up and viewmodel prefab for wood armour gloves, added temp textures and model.
10 Months Ago
Update: Adding TickInterpolatorCache.PlayerTickIterator to help with code migration - Expanded unit tests to cover the new util and a couple more code paths Tests: none. Tests are currently failing as I uncovered a different issue - will fix in next CL
10 Months Ago
Compile fix
10 Months Ago
Optim: TickInterpolator.TestConsistency - Replace Assert.IsTrue with AssertTrue wrapper that doesn't allocate - Sprinkled some scopes for future Speeds up the unit test 20x times and avoids 3.6GB of garbage Tests: ran the unit tests
10 Months Ago
merge from main
10 Months Ago
Update store names
10 Months Ago
Bugfix: avoid writes past the end of the buffer Tests: ran unit tests
10 Months Ago
fix compute shader error
10 Months Ago
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10 Months Ago
merge from main
10 Months Ago
Update: Integrate TickInterpolatorCache into the server flow Tests: played back staging demo, once with it enabled from start, another with disabling-enabling it multiple times during playback. Both cases had comparable telemetry numbers
10 Months Ago
jungle terminals
10 Months Ago
Tests: Add more edge case testing - Testing 1 tick only - Testing up to capacity ticks Tests: ran unit tests
10 Months Ago
merge from softcore_update/deployable_corpse
10 Months Ago
Fixed 'ent kill' killing building blocks behind dropped items
10 Months Ago
merge from softcore_update
10 Months Ago
Bugfix: TickInterpolatorCache now properly handles "Reset" position - Fixed unit tests Tests: ran unit tests - all tests now pass
10 Months Ago
Fixed DeployVolumeCapsule not supporting ignored types and ignored entity - fixes furnace corpses not being repairable
10 Months Ago
merge from softcore_update
10 Months Ago
subtract 117690 (skinning changes to outbreak scientists)