147,425 Commits over 4,444 Days - 1.38cph!

2 Hours Ago
Merge from parent
2 Hours Ago
Handle non-deferred cases Validate options against different renderpaths Make MotionVector AO settings consistent Use shared statics with original AO
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Lighting WIP
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Only allow one shop at a time
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Fixed currency not being deposited in vending machine inventory
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Remove duplicate COMPILE_TIME_ASSERT macro (oopsie)
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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 Fixed PCF particle colors using swapped endian-ness + 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)
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Cobalt Statue - Added cobwebs and foliage to the prefab
Today
merge from airfield_maintainable_features -> PlayerMaintainedMonuments
Today
airfield scene to prefab - added mockup maintanables to monument for playtesting
Today
merge from fix_compile_sim_parallel -> main
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Fix compile simulator being slower after adding props file - rewriting prop file each time causes every project to be marked as dirty
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fixes and improvements, created mockup prefab for playtesting
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merge from videoplayer_fix
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merge from fix_deepsea_terrain
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merge from fix_compile_sim_parallel -> main
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Time how long it takes to fetch define constants
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Cherrypick CS 152617 (prevent dotnet processes lingering & fix MSBuild error messages not being printed)
Rename vent blocker entity for consistency Rebuild manifest
Fix monument blocker resource dispenser not respecting its melee protection stats Fixes an explosive damage only monument blocker still being able to take melee hits
Today
Set correct motion vector shader in RRP settings
force runtime lookups to rebuild from the updated asset
Today
Fix compile simulator not working in parallel mode - use CustomBeforeDirectoryBuildProps parameter to pass in a custom props file to overwrite BaseIntermediateOutputPath - accomplishes the same thing as passing in the BaseIntermediateOutputPath parameter used to - each platform is now in /Temp/CompileSimulation/{Platform} again like it used to be
Today
delete leftover file from tropical 4, plastic somehow forgot it
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Bugfix: accidentally used ducked instead of ducking modelstate, whoops Tests: ran consisntecy unit tests
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Cobalt Statue - Added colliders and modified prefab settings
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Optim: ServerCachePlayerInfo - stop caching isDucking Tests: AH consistency unit tests
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Add TerrainToMesh source, simplify terrain baking process for deep sea + add it to s2p.
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Fixed the final bloom pass's render texture size
Today
Optim: ServerCachePlayerInfo - don't cache isOnLadder Tests: ran AH consistency unit tests
demo_compatability_layer -> main
Today
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Today
Also set telephones to be always powered - was setting them to not require power but that was only applying on the server