147,648 Commits over 4,444 Days - 1.38cph!

15 Minutes Ago
merge from cannon_mortar_subsystems
18 Minutes Ago
Add Play() to child animators, fix mortar desync from spamming, fix animation handle copies never being disposed
26 Minutes Ago
Glowing wallpapers - texture updates
26 Minutes Ago
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30 Minutes Ago
Lighting prefab
38 Minutes Ago
merge from fix_server_browser_compression/http_clien -> main
1 Hour Ago
Rename StagedResourceEntityInfo component to StagedDestructionEntityInfo Change serialized collision mesh references on StagedResourceEntity and StagedDestructionEntityInfo stages to arrays so we can swap out multiple colliders between stages Update all existing resource entities so collision meshes are held in the new arrays instead Update collapse blocker to correctly swap out its colliders at each stage
1 Hour Ago
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1 Hour Ago
Update(tests): amend BatchWaterLevels and SerialWaterLevels to support variety of query counts Existing 10k test is a bit unrealistic (even if shows nice improvement) Tests: ran perf tests
1 Hour Ago
Loot ground scatter now has additional checks
1 Hour Ago
Added reverb zones to complex_b and damaged_wing
1 Hour Ago
Remove specific WINVER targets for Windows builds * Was 501 (WinXP) for 32bit builds, and 601 for 64bit builds, now should default to Win10 target * Fixes Hammer not building due to usage of DPI functions
1 Hour Ago
FPV Goggles - Initial prefab setup, added placeholder model, ran manifest, added localization, mesh not visible on player yet
1 Hour Ago
Switch BannedServers over to the shared HttpClient too (even though it's not frequently called)
1 Hour Ago
Lighting prefab. Exit sign layer shift to stop it from being reflection probed.
1 Hour Ago
SatellitePendingCrashSite prefab fixes
1 Hour Ago
Fix compile error after merge
1 Hour Ago
vending_stats_crash_fix -> main
1 Hour Ago
vending_stats_page_fix -> main
1 Hour Ago
merge from main -> fix_server_browser_compression/http_client
1 Hour Ago
- Remove some test code in for disk - Add using statements
1 Hour Ago
Fix foliage rendering with camera motion blur
1 Hour Ago
apartment complex HLOD and S2P some material saves
1 Hour Ago
Metas doing my head in
2 Hours Ago
placed new decals in core and wing of apartment building
2 Hours Ago
monument blockers -- vent: added second material, added & set up collapse entity, re-exported and renamed all the model parts
2 Hours Ago
Hammer DPI scaling improvements KeyValuesToTablePreserveOrder further tweak * Do not turn 0 to 1 key if there's only 1 key Fixed Hammer Entity KeyValue names drawing over the second column Implement partial prediction latch resets from TF2 SDK/CS:GO * Makes prediction errors with weapons not reset every predictable variable, causing player position jolt. This is what HL2DM does now. Make player health non predictable * This makes sense, right? No other health/armor related variable is predicted, and you can't really predict health changes since they come from serverside only events. Fixed status bar scaling in Hammer Minor cleanups Fix ammo/net library not resetting serverside on disconnect Added cyclic reference test to net.WriteTable and util.TableToKeyValues Implemented chained command auto complete (Community Contribution) Minor compile warning fixes Fix OSX compile Minor cleanup Fixed 64bit studiomdl crashing due to recent changes
2 Hours Ago
Fix the vending stats page from crashing in certain cases. Stats code was double freeing pooled data
2 Hours Ago
Fixed discord signout button showing under the social menu
3 Hours Ago
- Updated subsystem with bespoke animator - Removed holdtype controllers - Updated entity
3 Hours Ago
main -> game_room_dlc
4 Hours Ago
set of projected decals graffiti for the apartment complex interior areas
4 Hours Ago
Communal area core LODs/mesh fixes/baked LODs/COL and prefabs
4 Hours Ago
Cache the button attribute lookup on AnimationSubSystems editor, improves some GC while inspecting sub systems at runtime (but performance is still terrible for some reason) Fixed telephone using wrong player animation Fix phone handle alignment with r_prop Converted deployable telephone to MeshLOD, removed an array of transforms from the component and 15kb from the prefab
5 Hours Ago
Stop duplicate stats pages opening on top of each other
5 Hours Ago
Compile fix
5 Hours Ago
convar_odd_lookup_behaviour -> main
5 Hours Ago
Fix 'global.x' console commands leaking into other namespaces The console's "global namespace" shortcut was also firing for explicitly-qualified input - Add unit test
5 Hours Ago
switched triangle stream for just an edge stream, gives burst a cleaner loop so it's twice as quick
5 Hours Ago
Update: GetWaterFactors - fetch parent entity only once - updated perf test to have 5% to spawn parented player Tests: ran unit tests
5 Hours Ago
merge from main again?
5 Hours Ago
cleanup
5 Hours Ago
merge from main
5 Hours Ago
Added Exp2 method to RustRenderPipelineSettings and added the compute shaders needed for auto exposure to the pipeline settings and resource data context
5 Hours Ago
micro-optims for triangle processing jobs
5 Hours Ago
Optim: GetWaterFactors - add overload that can use cached mountables states for active players - amended perf tests to spawn players with 5% chance to be mounted 400 batched queries: 0.6ms -> 0.55ms (serial are 2.32ms) Tests: ran unit tests
5 Hours Ago
merge from main
6 Hours Ago
update from main
6 Hours Ago
Updating poker bandana to V4 skeleton
6 Hours Ago
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