155,928 Commits over 4,536 Days - 1.43cph!

14 Minutes Ago
Bugfix(editor): read textures as srgb data when able to Tests: visualized produced blurhash
14 Minutes Ago
Added inheritSkinsFrom to ItemDefinition. Code support for it. Set all sandbag variants to inherit skins from the base sandbag item.
30 Minutes Ago
Update(editor): minor cleanup of CalculateBlurHash All experiments to async load textures failed, so committing to this version Tests: inspected a couple produced blur hashes
Rin
52 Minutes Ago
merge from sandbag_barricade_sockets
1 Hour Ago
Fix pre-existing binding issue when closing menu mid key-assign. Only shows up as a real issue when using a gamepad.
1 Hour Ago
exported wip frog anims
1 Hour Ago
baseline of terrain deformation, tile-based serialization (only for areas with active changes) some concept of protection and healing over time
1 Hour Ago
compiler fixes
1 Hour Ago
Updated the Light binning debug overlay to display the total number of lights processed per screen tile rather than per-bin
1 Hour Ago
Fix some key latching issues when input gets cleared such as F1 console opening.
1 Hour Ago
Merge from salvaged_cleaver_loud
1 Hour Ago
Salvaged cleaver distance fix
1 Hour Ago
remove debug cubes
1 Hour Ago
1 Hour Ago
Changed to per-camera bin data buffers so the light binning job can be completed just before rendering
1 Hour Ago
fix hitbox collisions
1 Hour Ago
M79 Grenade Launcher Blockout
2 Hours Ago
fully integrate squirrel anims, fixed critter locomotion analyzer tool
3 Hours Ago
merge from Livestock_animals/meat_visuals
3 Hours Ago
Fixed apartment complex and floating cities not showing in the S2P batch window
3 Hours Ago
S2P: - ferry terminal - outpost - large oilrig - gas station - radtown - supermarket - water_well (all 5) - apartment complex - floating city (all 4)
3 Hours Ago
merge from sentry_upload -> main
3 Hours Ago
- Changed the LightBinningJob to only process depth bins within the screen tile that a light occupies to reduce the overhead of the job significantly - Aligned depth bins for each tile within memory so that they are within the same cache lines and produce more cache hits when sampling the depth bin on the shader side
3 Hours Ago
integrate new squirrel anims
3 Hours Ago
Re-add the "max 3 uploads per session" logic that got removed accidently
3 Hours Ago
PS 4/5 gamepad layout vdfs. Update input config deploy tool to work with all the layouts not just xbox.
3 Hours Ago
Mesh library fixes * Some copy paste mistakes in error messages * Fixed BuildFromTriangles reading bone weights from the wrong table Minor cleanups * Deleted sensor_smooth cvar (unused) Improve Kinect support error handling Minor cleanups Fixed missing Toggle input for func_nav_prefer/avoid entities Added CMoveData:RemoveKey helper * Since CMoveData:AddKey and Get/SetButtons already exist Potential fix for kickid kicking unauthed players when using SteamID64 * Also use SteamGameServerUtils()->GetConnectedUniverse() instead of hardcoding public universe Make Entity.GetHitboxSetCount return a number at all times Hopefully fixed cubemap issues on Linux and AMD GPUs Minor cleanup in cl_voice.lua Wipe vertex buffers on lock Fixed wood_spool01.mdl prop data and smoothing groups Temporarily disable MacOS builds
3 Hours Ago
Add missing catch {} to a try statement that only had a finally {} block
3 Hours Ago
merge from Squirrel_test to critter_animals
3 Hours Ago
Cleanup
3 Hours Ago
merge from Livestock_animals -> critter_animals
3 Hours Ago
Fixed raw beef missing its becomeOnCooked ref
3 Hours Ago
Tweaked BBQ beef pos
4 Hours Ago
Editor tool to preview the meat position
4 Hours Ago
Added new meats to all oven prefabs
6 Hours Ago
main -> grenade_client_prediction
Today
Fix Map bindings not having close map
Today
Real glyph texture settings. Fix some display issues.
Today
readded scrap king console command, description and grade to the foundation block
Today
merge from main
Today
Merge from main
Today
merge from espcanvas_autosize_clan_fix
Today
Set unity_RenderingLayer in mesh decal pass to fix lighting issues with decals
Today
show LT before RT when showing glyphs in a row
Today
Merge from look_boost (which ended up mostly being a massive refactor)
Today
Inventory sorting perf improvements
Today
Fixed multiple animals nearby a vehicle not working Sheep prefab changes
Today
Fixes/cleanup
Today
Added support for mounting gen2 ai Works via a new NPCMountable component, parents the entity directly (no reposition on frame like regular BasePlayermounting) Supports playing an animation to mount, just teleports for now though
Today
Merge from look_boost/refactor