200,805 Commits over 4,171 Days - 2.01cph!

1 Hour Ago
Added first pass of farm barge container shell no.1
1 Hour Ago
Pilot Ejector Seat - Improved gibs
2 Hours Ago
Spotlight icon
3 Hours Ago
l96 - removed anim events from aimed idle to fix sound issues
3 Hours Ago
Fix formatting in RebindSkinnedMeshRenderer
3 Hours Ago
work around unity_BaseCommandID not being set
3 Hours Ago
work around unity_BaseCommandID not being set
3 Hours Ago
m39 - removed anim events from aimed idle to fix sound issues, updated anim clip namings
3 Hours Ago
Fix heavy scientist sometimes still turning too fast to face player or noise
3 Hours Ago
Reduce heavy's magazine size and increase his reload time to create clearer opportunities for players
3 Hours Ago
merge domain reload codegen improvements back to main -- editor only code gen
3 Hours Ago
Improve static field codegen for collections, fixes editor errors when skipping domain reload is off.
3 Hours Ago
Blend player aim dir and player position when adjusting spotlight orientation Fixed spotlight placed on the ground or ceiling not having 360 yaw range Also aligned the model so its not biased towards a direction
3 Hours Ago
Fixed not being able to reselect most recently selected items/wearable after using the clear buttons
3 Hours Ago
Added a clear selected item button (shortcutted with `I`) to unequip the player item, worldmodel and viewmodel
3 Hours Ago
Make heavy scientist turn slower when surprised, to give a longer window of time to shoot his backpack and make it explode. Without this flanking is quite unrewarding.
3 Hours Ago
Build Error Fixes
4 Hours Ago
Internal improvements Fixed handle leak for gmod.exe (x86-64 exclusive .exe, that selects 64bit or 32bit appropriately) Added version info to gmod.exe (the launcher thing) Added version info to DLLs Do not use `_xp` build tools at all Added sv_pause_sp - allows singleplayer to be not paused Clean-up doubleclicking in menu (Community Contrib) Added option to "hide outdated servers" (Community Contrib) Enable "Spawn with Weapon" for Eli, Mossman, Breen, Magnusson, Kleiner Make zombies/metrocop propagate their lagcomp state to spawned NPCs Dynamically calculate max autocomplete items based on available space Add SteamID64 to "Dropped %s player from server" console message Remove "PREP OK" from console map loading log Also change "PREP FAILED" to "AddMapPackFile failed", and make it a warning. Adjust recent changes to IMaterial functions for multicore Block editdemo concommand just in case Added NPC:IsCrouching Combine/Citizens can do this. Remove unintended changes to weapon_flechette Fixed a crash when using gm_load on dedicated server Also make loading saves on srcds not latch to a random player on the server Fixed some version numbers not being updated in DLLs/EXEs Why are there 4 version numbers in 2 different formats...
4 Hours Ago
Also sign main launcher exe Update version.rc to fill more standard meta data Delete unused DLL files DataModel.dll, DMSerializers.DLL, VTex.DLL Temporary changes to sv_ents_write.cpp Map compiler meta data Make prop water level changes actually work, and apply on clientside too
4 Hours Ago
Slightly less blue cast in the jungle. Compressed jungle haze down a bit closer to the ground overall.
4 Hours Ago
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4 Hours Ago
Ghost ship crane
4 Hours Ago
Added xsens avatar and presets
5 Hours Ago
Fixed storm volumetric cloud vs billboard cloud terrain brightness levels again. Slightly improved cloud shape definition.
5 Hours Ago
Merge: from main Tests: none
5 Hours Ago
Merge: from occlusion_rework - UsePlayerTasks runs occlusion checks using batched burst jobs - UsePlayerTasks - any visibility changes are processed using tasks distributed amongst worker threads - UsePlayerUpdateJobs - more use of CachedState Tests: a bunch of local 2 player sessions on Craggy
5 Hours Ago
Update: move serial server occlusion update code to the relevant partial class file - Use ReadOnly interface for lists to avoid read-write access violations Tests: compiles in editor
6 Hours Ago
update DLC skin names to store names, conflicting with store
6 Hours Ago
Initial clientside boring stuff
6 Hours Ago
pilot pack steam icon
6 Hours Ago
merge from main
6 Hours Ago
Optim: avoid player's world transform querying and use cached pos instead Hoping it'll help reduce the 50% self time of ServerUpdateParallel on 200pop server Tests: none, trivial change
Today
black box meshlod culls at 60 instead of 100 to mirror parent wood box
Today
merge back domain reload exception fix.
Today
created black-box-deploy sound effect and assigned to black box deploy effect. Also fixed engine.jason saying "flight recorder box" when it should say "black box" (again)
Today
Fix domain reload exception while a debugger is attached.
Today
Optim: OcclusionCache store sorted pairs - Don't store SubGrids in the cache, just their indices - saves a bit of mem Allows to double the effective capacity of the cache Tests: 2 player session in editor with occlusion behind the hill
Today
Orientable spotlight setup Polished the client movements, used a damped spring
Today
Maybe fixed the build errors Update version.rc as well I forgot to press CTRL+S
Today
merge from particlesystem_warnings_fix
Today
scene2prefab millitary_tunnel_1
Today
adjusted volumes near chimney entrance
Today
Remove unintended changes to weapon_flechette Fixed a crash when using gm_load on dedicated server Also make loading saves on srcds not latch to a random player on the server Fixed some version numbers not being updated in DLLs/EXEs Why are there 4 version numbers in 2 different formats... Try to digitally sign EXE files as well
Today
fix invisible 2D cloud layer
Today
R/W for 2 more obscure meshes
Today
support for EnvironmentVolumes with non-square spatial volume shapes to use Capsule/Sphere colliders
Today
- Fix npc looking straight at player instead of using overrideDirection when it's supplied (only an issue on client), required refactor of NPCs networking - Fix compile errors
Today
Abyss Storage - Improved adaptors, hopper and storage monitor positions for both variants (mostly horizontal storage), fixed seaweed material on vertical variant
media_capture_backgroundvideo -> main
Convar to skip the current menu background video