125,922 Commits over 4,171 Days - 1.26cph!

7 Minutes Ago
Completely refactor dynamic stuff. Get rid of "mode", split it into 2 new toggle settings, that can be configured independently: "Dynamic Visibility" - whether or not crosshair gets hidden when aiming/alt-looking/etc "Dynamic Spacing" - whether spacing changes to indicate accuracy Hook them up to settings menu & crosshair code packing
11 Minutes Ago
Fixed using wrong enum as array index in prediction Bump MAX_CMD_RATE to 150 (from 100), to match update rate changes Minor cleanups Validate input range for FileObj:Read and FileObj:Write Fix regression with chatbox and some addons with weird behaviors Lightmapped_4WayBlend: Prevent invalid combo on Black Mesa maps Improve "Bad surface extents" crash message Minor VBSP cleanups VBSP: Uncomment -maxlightmapdim/-defaultluxelsize Update HTTP blacklist Iterate over changes to File:Read/Write * Moved warnings to lua_strict * File:Write & Read with invalid size will do nothing. * File:Read takes into account offset when size is not given Fixed maps compiled without VVIS not rendering any water surfaces
11 Minutes Ago
merge from fix_streaming_wallpaper -> main
16 Minutes Ago
Fix regression with chatbox and some addons with weird behaviors Lightmapped_4WayBlend: Prevent invalid combo on Black Mesa maps Improve "Bad surface extents" crash message Minor VBSP cleanups VBSP: Uncomment -maxlightmapdim/-defaultluxelsize Update HTTP blacklist Iterate over changes to File:Read/Write * Moved warnings to lua_strict * File:Write & Read with invalid size will do nothing. * File:Read takes into account offset when size is not given Fixed maps compiled without VVIS not rendering any water surfaces
31 Minutes Ago
Enable texture streaming on wallpaper floors
1 Hour Ago
merge from rotatable_paintings -> main
1 Hour Ago
merge from main
2 Hours Ago
Filled all the refs in all takeovers, removed the direct page reference field
2 Hours Ago
Switched back store takeover page overlay references to GameObjectRef instead of using direct references
3 Hours Ago
Increase voxel resolution in navmesh tiles overlapping monuments, instead of having a different navmesh for scientists
3 Hours Ago
naval_update -> scientist_boat_ai
3 Hours Ago
move colorpicker to separate assembly, refactor some jank third party code
3 Hours Ago
Balancing forces like a fckn seesaw Target takes priority Avoidance is second unless its too close Wander forces as third
3 Hours Ago
Fix chainsaw hit sounds not playing in first person
4 Hours Ago
First pass on dynamic nav obstacles
4 Hours Ago
merge from naval_update -> deep_sea
4 Hours Ago
merge from main -> naval_update
4 Hours Ago
Merge from boat_building
4 Hours Ago
merge from lop_entity_spawn_time -> main
4 Hours Ago
Add `logentityspawntime` admin convar to print out spawn times on client - use `logentityspawntime_min` to control the minimum spawn times that are logged
4 Hours Ago
Fix accidental negative collider on sail post
4 Hours Ago
halloween floorpaper setup and wip textures
4 Hours Ago
Fix getting stuck in the wander state if we exit seek without reaching our target
4 Hours Ago
Make sure to not ignore non terrain colliders that aren’t oil rigs when generating the path
4 Hours Ago
Update: UI_Store - drop UI_StoreItemOverlayPage references - resaved prefab Doesn't help with reducing RAM pressure, but allows us to take the next step of dnyamically loaded/unloaded bundles. Tests: Went to Abyss page in Editor. Built standalone, took a memory snapshot from main menu - offending assets still there
5 Hours Ago
merge from main
5 Hours Ago
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5 Hours Ago
merge from fix_tags_levelurl -> main
5 Hours Ago
Merge from boat_building
5 Hours Ago
Merge from parent
5 Hours Ago
Include level url in server tags
5 Hours Ago
Prepare migration of entities currently having a navObstacleComponent
5 Hours Ago
Static versions of deployed/world model props, replaced in scene
5 Hours Ago
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5 Hours Ago
Plays the correct third person deploy sound
5 Hours Ago
unity tutorial update
5 Hours Ago
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5 Hours Ago
merge from naval_update/deep_sea
5 Hours Ago
Added IClientComponent to CullWhenInside so they never spawn on the server
5 Hours Ago
Set floating cities as non global broadcast for now so entering the deep sea doesn't take 2 working days We'll have an HLOD anyway
6 Hours Ago
floating city 2 layout update, connected most barges and piers together
6 Hours Ago
Update: FileSystemBackend.Load<T> - option to skip caching of loaded asset Using this to try to avoid caching of store assets Tests: opened and closed Abyss page a couple times with DB backend
6 Hours Ago
Harmonised plywood across scene, added another plywood variant