200,673 Commits over 4,171 Days - 2.00cph!

Today
Fixed DeferredDecalRenderer not unsubscribing to `EditorApplication.update` hook when destroyed - caused performance issues in the icon renderer scene when the camera is recreated each frame to render the icon
Today
Code setup for new collapsable Items and Wearables selection. Each one is a toggle button that opens a scrollview and populates with items or wearables - replaces the old 2 separate scroll views, creating more screen space. Made the UI bigger. Removed old scrollviews and setup code
Today
More FoliageGrid null checks to try and fix errors on disconnect
Today
Added sv_pause_sp - allows singleplayer to be not paused Clean-up doubleclicking in menu (Community Contrib) Added option to "hide outdated servers" (Community Contrib) Enable "Spawn with Weapon" for Eli, Mossman, Breen, Magnusson, Kleiner Make zombies/metrocop propagate their lagcomp state to spawned NPCs More merges from x86-64 More merges Minor cleanups Dynamically calculate max autocomplete items based on available space
Yesterday
Cleanups from main
Yesterday
fix dynamic accuracy weapon stat
Yesterday
Adjust needle swing settings, now settles faster from big swings
Yesterday
Merge from compass
Yesterday
Merge from main
Yesterday
Added DM picker to the menu chat + a ton of fixes
Yesterday
Fix lighting settings for camper icon while testing
Yesterday
Create custom inspector to remove "Hide During Render" field from icon renderer inspector - removed since the settings won't be copied to the source prefab
Yesterday
Remove last uses of node shortnames
Yesterday
Setup new UI layout for tabbed collapsable item and wearable search. Code setup next
Yesterday
Added pilothazmat worldmodel models and created the prefab
Yesterday
merge from main
Yesterday
Add pan + zoom support to server map
Yesterday
UPdate: move serverocclusion caching logic a level higher Goal is to get rid of OcclusionPlayerFound/Lost in the query, so this is first baby step Tests: none, trivial change
Yesterday
merge from fogmethod1 (sky branch)
Yesterday
merge from main
Yesterday
adjustments, mainly to rainmild clouds
Yesterday
Fixed SkinGlowTester NRE when generating skin icons
Yesterday
NRE fix when initializing friends list
Yesterday
Can press enter or click the DM notif to open the chat
Yesterday
Fixed NRE when opening the friend list from the ingame chat
Yesterday
change resolution, update skinnables with zoom factor, add camera teleport to screenshot anchor with keybind
Yesterday
merge from main -> io_snapping
Yesterday
Iniital IO snapping progress
Yesterday
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Yesterday
Bit more safety on store hero
Yesterday
Menu chat DM target improvements, cleaned up code and added menu chat subclass
Yesterday
Fix Hero Store NRE
Yesterday
new_menu -> main
Yesterday
MegaMesh approach (1+2) WIP
Yesterday
Added debug functions to get a list of the largest meshes in VRAM and a counter to keep track of transparent calls in indirect instancing.
Yesterday
Pilot hazmat icon (not final)
Yesterday
Update: Don't step players that have been kicked by antihack Tests: none, trivial change
Yesterday
Replace our custom Parallel.For and Parallel.ForEach with the standard .NET one Also replace BeginInvoke usages with Task.Run so we don't run into that compatibility problem when Unity upgrades .NET in 5 years Mark ParallelEx.Coroutine as obsolete because it has more overhead vs. using Task.Run inline
Yesterday
merge from PilotHazmat_LODs
Yesterday
Updating Pilot Hazmat LODs
Yesterday
Bugfix: avoid scripting API when sending EventRecords from RunAnalyticsJob task - EventRecord.New now can be created on worker threads Tests: hacked code to enable analytics in editor, then ran around on craggy
Yesterday
Hammer: Port color preview for models from CS:GO Added color keyvalue to prop_door_rotating Allow PCF as valid transfer extension Make sv_lagcompensationforcerestore do something SRCDS workshop cache also caches titles Also display a warning that cache will be used. Added some AnimOverlay functions Entity.FindGestureLayer( activity ) = LayeriD Entity.FindGestureSequenceLayer(seqID)=LayeriD Entity.RemoveLayer( layerID ) Entity.SetLayerAutokill( layerID, bool ) Fix soundscapes not working with duplicate sounds (ported from CS:GO) Also made sv_soundscape_printdebuginfo a cheat, instead of devonly, like in CSGO NPC weapon selection icons Use ContentCategoryIcons list to give NPC weapons icons in spawnmenu NPC tab and on NPC spawn icon right click. Also group NPC icon right click by category like it is in other places. Added GM:OnNPCDropItem hook It will NOT be called for dropped weapons, for that you have GM:PlayerDroppedWeapon (yes it was always called for NPCs too) HL1 NPCs will call this hook when they create "fake weapons" on death, since they do not use weapon entities Fix FireBullets causing "CLuaObject:GetType with invalid lua state" warnings Restore rope texture scaling to HL2 values For tool-created ropes, we apply custom scaling value so it looks like it did before any changes. Fixed NPCs being able to shoot some guns forever, without reloading This affects ALL weapons with DefaultClip above the Clip size, such as AR2. Prevent potential Lua errors with weapon_base Fixed IMaterial spamming console about "$basetexture" not being a texture This happened when opening Overlay post processing effect list in Spawnmenu. Affected functions: IMaterial.GetTexture IMaterial.GetColor IMaterial.Width IMaterial.Height Make "No account token specified" a warning Reset render lib lastmaterial on map shutdown Fallback "VertexBeckman" shader to "VertexLitGeneric" Minor optimization in Ignite property RPG/Crossbow animation improvements for citizens Fix NPC being unable to fire RPG due to recent changes Combine RPG support Improve metropolice weapon support for Shotguns, AR2, RPGs Fixed some NPC drops not calling OnNPCDropItem Add CSS thruster models without mounting CSS` (Community Contribution) Fixed server crash when mounting ladders at edict limit Minor cleanup Improve free edict detection
Yesterday
Fix broken connect modal (plastics fault)
Yesterday
Revert to try and fix stupid plastic
Yesterday
Bugfix: avoid scripting API in EACServer.LogPlayerTick - cache more of player state on main thread Tests: hacked code to run EAC in editor and activated player tasks - no more exceptions
Yesterday
Attempt 2
Yesterday
Hidden party member button opens the social menu
Yesterday
Workshop UI_SettingsTweakSlider nre fix
Yesterday
Bring back old default server image to the connection modal. Fix bug causing infinite 'loading' of a servers image if it doesnt have one