145,680 Commits over 4,413 Days - 1.38cph!

29 Minutes Ago
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56 Minutes Ago
steam_icons_upload_refactor_2 -> main
1 Hour Ago
Update 145674 for the current codebase
1 Hour Ago
Male body hair
3 Hours Ago
CR => CRLF line ending for the broken resource files * Why did it even change by itself? What's going on??
4 Hours Ago
Fix resource files? again? They had UTF16-BOM encoding? somehow?
4 Hours Ago
merge from rain_grace_fix
4 Hours Ago
Build and ship srcds_console.exe (Windows only) * It is a console app, so it will not spawn a new console window. Does NOT require `-console` launch param, and can just be ran from the .exe directly. Remove engine_no_focus_sleep, add fps_max_menu, fps_max_nofocus * Easier to understand "Max FPS" than "sleep time". Defaults to 60 in menus, 20 no focus (same as 50ms no focus before) Hopefully fixed "tried to create stringtable twice" Fixed Hammer crashing on exit with DX8 rendering Force Hammer to mat_dxlevel 95
4 Hours Ago
Fix check
4 Hours Ago
Merge from main
5 Hours Ago
Communal area cleanup
Today
m16a2 ao texture updates
Today
further RRP particle/billboard lighting
Today
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Today
Updates to jump W & E
Today
Updated ragdoll limits. improved neck ragdoll and improved downed ragdoll behaviour.
Today
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Today
Merge: from main up to 152363
Today
Update: Allow benchmark to stop after enough samples accumulated - converted PlayerModelBenchmarkScene to run till 1k sampels accumulated - support accumulated sample wraparound (explains weird results I saw previously) Tests: ran player benchmark
Merge from ide_warnings_fix
Fix some compiler warnings being flagged as errors in the IDE
Today
merge from skinviewer_viewmodel
Today
Fixed cart button drawing on top of fullscreen skin viewer
- Give oil dispenser at dome option to only function with an online powergrid, enabled and ran S2P - Ensure all powergrid connected entities receive an initial state refresh upon being spawned
Today
Updated 3p sap anims
Today
Update: Add PlayerModelBenchmarkScene.UseRandomAnims - spawns players with different model states - add a run per lod level with anims (bringing total to 12) In theory should break batching/reuse, but results are a bit too similar(editor overhead?) Tests: ran the scene
Today
update protobufs for multiplayer support
Today
merge from main
Today
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Today
updated BDU shirt fbx to fix clipping with vests. Added conditional meshes to prefabs.
Today
preparing for multiplayer darts setup: convert darts game controller to interface, move + rename controller to singleplayer darts controller and implrement interface
Today
Updating skinning for male underwear
Today
Swapped the RPG viewmodel first ammo prefab so it shows the right one in the skin viewer
Today
tweaked alpha cutouff value on industrial torch materials, remove top lod from world model (entity) and added burst cloth to lod 1 (now lod 0)
Today
Fixed custom lighting staying enabled on top of vm lighting
Today
Update: define player spawning via desired lod level rather than manually placing them Code lifted from editor gives results that don't land on the LOD boundary, but it still fits in the lod level. Tests: checked triangle counts for every lod level, it falls as expected for every stage
Communal areas progress and some new textures
Today
Skin viewer refactoring, moved the input controls to UI_FullscreenSkinViewer Cleanup
Today
merge from fix_hemp_collectable_wind -> main
Today
update apartment_complex_monument/prototype
Today
adjusted torch BC controller position for better rotation adjustments
Today
merge from main -> apartment_complex_monument
Today
Fixed missing face from Rentable Shop F exterior
Today
cherry pick 149555 - BC simulation frame delta fixes
Today
m16a2 textures update
Today
BC pass on the industrial torch VM
Today
Bugfix: convert bench durations from 120frames to 1s Seems to accumulate more data from ProfilingRecorders, but it's sample count doesn't follow linear extrapolation. Weird. Tests: ran the bench scene