201,895 Commits over 4,171 Days - 2.02cph!

40 Days Ago
Cleanups from main Fixed Hacked Rollermine not respecting ignore players flag Fixed env_fog_controller.SetColorHDR not working due to extra space char Fixed that one HL2 map having weird fog when coming out of the tunnel Ship Episode 2 override of barricade001a.mdl with fixed physics mesh kickid supports SteamID64 Reduce CEF logging severity to default (from verbose) Minor cleanup Remove MAX_TEXLIGHTS limit from VRAD Update prop water level calculation More accurate water level for props, so props half submerged are no longer considered fully submerged. Explosion code now updates the water level before checking, so RPGs can properly explode floating props now Increase physgun_maxrange maximum value to 32k Fixed a crash with CLuaInterface::IsType
40 Days Ago
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40 Days Ago
Update: forgot to save BaseRaidBenchmark scene with the changes Tests: none, trivial change
40 Days Ago
Premium modal styling updates
41 Days Ago
Update: BaseRaidBench - add support for spawning a random base from a list Tests: ran the scene
41 Days Ago
Fix compile error Update filesystem_init.cpp Fixed a crash with CLuaInterface::IsType
41 Days Ago
tugboat_rug_fix -> main
41 Days Ago
Fix stability stat sometimes not showing up when looking at building blocks with a hammer
41 Days Ago
Fix rugs breaking on Tugboats when picking up a deployable on top of them
41 Days Ago
41 Days Ago
oil rig foot collision, lods
41 Days Ago
Skin viewer: Added a new setting to rotate the item when entering full screen mode, looks cooler Tweaked most guns Added frog boots and clatter helmet items
41 Days Ago
Update: DemoBuildingsViewer - add ability to export as a merged base Tests: exported 3 bases from staging demo as 1
41 Days Ago
Merge from lightup_hazmat_codelock_pips
41 Days Ago
merge from iconrenderer_improvements_batch -> main
41 Days Ago
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41 Days Ago
Fix some remaining doors and non-prefab entities S2P bandit camp, ranch, large barn
41 Days Ago
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41 Days Ago
toolbar_compile_simulator -> main
41 Days Ago
Fixed items with no skins loading indefinetely
41 Days Ago
Strip from build
41 Days Ago
Keep track of all 3 compile target states and parse it that way (only show green if all 3 pass, red if one fails)
41 Days Ago
Update: DemoBuildingsViewer - can load multiple bases in a scene Exports them separately, for now. Tests: loaded top 20 bases from staging demo
41 Days Ago
fish crate model, textures, prefabs more set dressing on ship
41 Days Ago
Added toggles to turn culling stages on and off
41 Days Ago
Tweaked settings dropdown padding Moved FPS counter option in UI category
41 Days Ago
merge from new_menu
41 Days Ago
SkinViewer scene added to bundles
41 Days Ago
fix heliFX method compile location server -> shared
41 Days Ago
Fix UIDialogs not working when using asset scenes
41 Days Ago
Added a toolbar button for the compile simulator (shows most recent state)
41 Days Ago
Added Rust Render Pipeline package contents
41 Days Ago
Bugfix: DemoBuildingsViewer - spawn TOD prefab to allow digital clock to work Otherwise it NREed Tests: loaded base 3839 from staging demo
41 Days Ago
Skin viewer loading indicator
41 Days Ago
Changed the Rust Render Pipeline package to a custom rather than git based package as not everyone will have SSH or git credentials set up
41 Days Ago
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41 Days Ago
Bugfix: DemoBuildingsViewer - prevent attribute accumulation that leads to skin duplication Tests: loaded up the largest base from staging demo
41 Days Ago
Bugfix: DemoBuildingViewer - fix building block skin spawning in the wrong location Discovered that there's a new bug with duplicating skins on succesful scene opens Tests: spawned the largest base from staging
41 Days Ago
Add Ians new rotation script, update automated render script
41 Days Ago
Add new scientists to large oilrig, setup their zones, add debug draw for zone appartenance, create custom editor to edit zones instead of manually entering extents
41 Days Ago
remove twitch drops and weekly skin old files
41 Days Ago
clarified water trace setup
41 Days Ago
Added toolbar extender
41 Days Ago
Gather trace commands in a job, requires copying some data into a native container first but it's still twice as fast overall Test: projectile tests all still passing
41 Days Ago
snapping_improvements_3 -> main
41 Days Ago
General snapping changes to computer station and rivals desk
41 Days Ago
Medical syringe animation update - inject self
41 Days Ago
Bugfix: BaseRaidBench - ensure weapons fire right projectiles - Also reset cooldowns between runs Tests: ran the scene
41 Days Ago
Remove new snapping from large planter