126,155 Commits over 4,171 Days - 1.26cph!

Yesterday
`Find Uncompressed Textures` tool will now flag textures that have texture compression "enabled" except it's disabled due to the texture not being a power of 2 - will flag with big yellow prefix text in console that the texture is uncompressed due to not being a power of 2 + having mipmaps enabled - will include in the sum of texture memory being used by uncompressed textures
Yesterday
Store page overlay are now using sprites instead of textures Converted all pages
Yesterday
Store steam DLC atlases
Yesterday
merge from cargo_oilrig_path_fix
Yesterday
Applied 131183 in the correct branch - Make sure to not ignore non terrain colliders that aren’t oil rigs when generating the path
Yesterday
merge from main
Yesterday
merge from store_atlases/coverimage
Yesterday
Frontier atlas
Yesterday
Added support for sprite in CoverImage, fixes messed up UVs when using atlases
Yesterday
Enable sprite packing on build
Yesterday
M15 pistol (50MB)
Yesterday
Exclude pack brandings assets from atlases, they need alpha and dont need to be POT Some fixes
Yesterday
Cleanup, compile errors
Yesterday
Packed all the store media assets in POT atlases so they can be compressed as expected Disabled mip maps on some media assets that do not need it (fixed size)
Yesterday
Seek out targets that attack us eg if you're attacked by someone then set them as the target
Yesterday
Move up #IF CLIENT
Yesterday
Codegen
Yesterday
Add ai data to all rhibs
Yesterday
Delete old mannequin folder - clone of the store mannequin folder under `TwitchDrops/` but unreferenced everywhere
Yesterday
fix rotatable painting socket angle values
Yesterday
Piper nigrum vines (27MB)
Yesterday
Decor DLC wallpaper (42MB)
Yesterday
Pilot ejector seat occlusion and normals (12MB)
Yesterday
Pilot hazmat (120MB, though unsure how many textures were used in end product)
Yesterday
Coconut gloves (20MB)
Yesterday
Coconut torso armor (25MB)
Yesterday
Enable streaming on mannequin textures (16MB)
Yesterday
merge from menu_optims
Yesterday
merge from menu_optims
Yesterday
merge from hackweek_crosshair_customization
Yesterday
Fix crosshair rendering below scope overlays
Yesterday
Fixed virtual scrolls not building correctly during warmup because of the disabled scrollrects
Yesterday
merge from main
Yesterday
Completely refactor dynamic stuff. Get rid of "mode", split it into 2 new toggle settings, that can be configured independently: "Dynamic Visibility" - whether or not crosshair gets hidden when aiming/alt-looking/etc "Dynamic Spacing" - whether spacing changes to indicate accuracy Hook them up to settings menu & crosshair code packing
Yesterday
Fixed using wrong enum as array index in prediction Bump MAX_CMD_RATE to 150 (from 100), to match update rate changes Minor cleanups Validate input range for FileObj:Read and FileObj:Write Fix regression with chatbox and some addons with weird behaviors Lightmapped_4WayBlend: Prevent invalid combo on Black Mesa maps Improve "Bad surface extents" crash message Minor VBSP cleanups VBSP: Uncomment -maxlightmapdim/-defaultluxelsize Update HTTP blacklist Iterate over changes to File:Read/Write * Moved warnings to lua_strict * File:Write & Read with invalid size will do nothing. * File:Read takes into account offset when size is not given Fixed maps compiled without VVIS not rendering any water surfaces
Yesterday
merge from fix_streaming_wallpaper -> main
Yesterday
Fix regression with chatbox and some addons with weird behaviors Lightmapped_4WayBlend: Prevent invalid combo on Black Mesa maps Improve "Bad surface extents" crash message Minor VBSP cleanups VBSP: Uncomment -maxlightmapdim/-defaultluxelsize Update HTTP blacklist Iterate over changes to File:Read/Write * Moved warnings to lua_strict * File:Write & Read with invalid size will do nothing. * File:Read takes into account offset when size is not given Fixed maps compiled without VVIS not rendering any water surfaces
Yesterday
Enable texture streaming on wallpaper floors
Yesterday
merge from rotatable_paintings -> main
Yesterday
merge from main
Yesterday
Filled all the refs in all takeovers, removed the direct page reference field
Yesterday
Switched back store takeover page overlay references to GameObjectRef instead of using direct references
Yesterday
Increase voxel resolution in navmesh tiles overlapping monuments, instead of having a different navmesh for scientists
Yesterday
naval_update -> scientist_boat_ai
Yesterday
move colorpicker to separate assembly, refactor some jank third party code
Yesterday
Balancing forces like a fckn seesaw Target takes priority Avoidance is second unless its too close Wander forces as third
Yesterday
Fix chainsaw hit sounds not playing in first person
Yesterday
First pass on dynamic nav obstacles
Yesterday
merge from naval_update -> deep_sea