146,006 Commits over 4,413 Days - 1.38cph!
uncouple skinNumber and meshNumber, so skin brightness doesn't correlate with the subset
Try changing LZMA compression length calc again so its good on 64bit
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
Industrial Torch - Updated textures, rendered icon, updated icon renderer script in entity prefab
Fixed IconRender scene using the old UI input system module
merge from keyboard_layouts_fix
Fix bind_default stomping player rebinds when the default command was left unbound
Minor changes
Try to scale NPC eye pupils with head/model scale
* Seems to kinda work?
Inflator tool tweaks
* "Fixed" it being able to hit NPC bounding box (Made it ignore hull traces entirely)
* Added replacement material for the effect that supports transparency
* Updated the inflator effect so you are able to see what you are doing. It will also look different between inflating/deflating
TTT: Use replicated convars instead of global nwvars (Community PR)
Add another text step in loading when connecting to servers
Mine changes with font code
Update fps_max_menu and nofocus logic a bit (and block them from Lua)
Many minor merges from TF2 SDK
* Fixed minor compile warnings, removed unused variables, etc.
More minor changes
Remove usages of FIELD_CLASSPTR
Initialize GCudata::unused2 with 0
Added new optional argument to steamworks.GetList - search string
* Also makes "userID" argument optional. (Can give it nil)
Fixed LZMA decompression size calc on 64bit
merge from premium_rebrand
merge from premium_rebrand
Tweaks, deleted old premium modal
Updating burstcloth constraints for industrial torch
Deleted some old assets
Reserialized a bunch of menuui2 prefabs
Updated premium server browser tag
Update fps_max_menu and nofocus logic a bit (and block them from Lua)
Many minor merges from TF2 SDK
* Fixed minor compile warnings, removed unused variables, etc.
More minor changes
Remove usages of FIELD_CLASSPTR
64bit saverestore fixes
Windows SRCDS console changes
* Do not call AllocConsole or SetWindowPos when Windows SRCDS is ran from the console exe
Initialize GCudata::unused2 with 0
Added new optional argument to steamworks.GetList - search string
* Also makes "userID" argument optional. (Can give it nil)
Fixed LZMA decompression size calc on 64bit
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RRP BillboardLight logic consistency fix with BRP
Swapped premium logo in main menu footer
Added UIBorder and UIRoundedCorners
Rebuilt the premium modal
SRCDS: Do not call SetWindowPos if within console app, apply SWP_NOMOVE
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Full remake of the network analyser UI.
Supports:
- looking at a delta (last x seconds)
- Pin/Compare snapshots side by side
- Anomaly Highlighting (needs more work), highlights rows that are particularly expensive considering our bandwidth
50cal_animation_improvements -> main
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merge from main -> optimize_train_track_meshes
Remove another call to AllocConsole()
update apartment_complex_monument/prototype
merge from main -> apartment_complex_monument
Optim: Replace Physics.OverlapBox with Physics.CheckBox in BaseVehicle.VehicleFixedUpdate
Saves allocating the results array, and should be cheaper as well
Tests: none, trivial change
Allow toggling more than one gameobject based on ammo > 1
merge from fix_additional_projects_slnx -> main
Optim: get rid of string alloc in BaseCombatEntity.Hurt
1alloc/32b
Tests: none, trivial change
Add horse triggers at front door of apartment to prevent people smuggling horses into their hotel rooms
female/light skin brightness balance pass
Better fix, make setting ammo_true false params its own option on the component
Optim: SpawnGroup - SpawnInstances not returns a List instead of IEnumerable
Allows to save on iterator allocation, 40b
Tests: none, trivial change
Fixed crosshair popups regression from my recent generic popup changes