133,789 Commits over 4,262 Days - 1.31cph!

8 Minutes Ago
merge from main
1 Hour Ago
Fixed spawn command not calling UpdateNetworkGroup after detaching its children
1 Hour Ago
Disabled auto spawn on ghost ship spawngroups, now spawned by the deep sea itself Fixes ghost ship loot respawning on server restarts S2P all islands again, missed some spawn groups that were still disabling save
1 Hour Ago
Paintball Gun - added more tape to hopper
1 Hour Ago
merge from main to fix playmode
1 Hour Ago
Fix playmode being broken due to outdated protobuf serializer or merge conflict. Make grid constructor parameters optional to support static field codegen.
2 Hours Ago
update from main
2 Hours Ago
Merge: from main
3 Hours Ago
Reduce EnginePositionInfluences from 0.1 to 0.05, making engine position have less of an impact on boat handling
3 Hours Ago
fixed isredirect of on rpg so it now skins back to rocket launcher
4 Hours Ago
Rotate default placement of engines by 180 degrees so you can see the lights and fuel storage by default.
4 Hours Ago
- Remove logs - Codegen - Cleanup
4 Hours Ago
Fixed ores respawning
4 Hours Ago
Fixed deep sea manager not generating the island navmeshs after loading a save, causing the island scientist to never spawn Fixed ores respawning Added deepsea.printloot command
4 Hours Ago
Male Mummy wraps reposed
4 Hours Ago
notifications_indicator_fix_2 -> main
4 Hours Ago
Dont read all noticies on init
4 Hours Ago
Merge from space_station_weapon_skin
4 Hours Ago
main -> notifications_indicator_fix_2
4 Hours Ago
main -> mountplayersync_ai_bypass
4 Hours Ago
- Added CLIENT/SERVER seperate profiling versions - Cleanup - Codegen
4 Hours Ago
network_profiler_accumulate_packets -> main
5 Hours Ago
- Swapped detailed packet profiler from an array over to a concurrent collection - Append new packets to a prexisting list rather than worrying about indicies and a fixed array size - Snapshot size finally reflects packets captured
5 Hours Ago
merge boat perf optimizations to main
5 Hours Ago
Merge from boat_costs (hull pieces can now be pricely separately to the rest of boat pieces - repair cost accounts for this too)
5 Hours Ago
Mummywraps female top and bottom reposed
5 Hours Ago
Use child entity count for MotionToggle cache invalidation.
5 Hours Ago
Merge from parent
6 Hours Ago
Today
* Remove the need for HasValidMesh() on LOD components * Renamed a bunch of things for clarity
Today
Wrapped the new time tracking in editor defines
Today
TC's now cache their allowed construction items in a ListHashSet for faster checks Not really worth doing in normal circumstances but it seems common to have junk items attempting to transfer into a TC constantly, this saves about 0.01ms on each attempt
Today
Added an Input and Output item list that is populated during a conveyor move, allowing us to read and write items faster without having to use GetSlot (which could potentially iterate over the whole container each call) Restructure some of the iterators in IndustrialConveyor.Move to iterate over the item list directly instead of using GetSlot This removes all usages of GetSlot in the conveyor move system which can be called over 3k times in a bad conveyor move Added a shortcut for LookAtIOEnt to resolve what item a storge cotnainer is attached to when holding the wire tool, resolves the multi second freeze in the editor (was faster in builds, but this should still be faster)
Today
Fixed deep sea dwelling spawning their NPC and crates again after a server restart They now spawn once when the deep sea opens Also load balanced the whole thing so we don't spawn too much stuff at the same time
Today
rebase on main
Today
WIP: TriggerParent managed queue, no batching, no burst Still need to implement using PersistentObjectWorkQueue and experiment with batched-burst queries and compare all, as this version should have a bit more overhead due to bookkeeping. Tests: none, not plugged in
Today
Merge from main
scientist_boat_work_queue -> main
Codegen
Hack to get around boat steering and gas pedal ref values in a work queue
Swap boat ai to run on instructions handled by a work queue rather than letting each boat handle itself
Today
Prop Spawn effect works better with depth pass Remove forced RENDERMODE_TRANSCOLOR from Balloon entity * The entity can still be colored just fine Fixed Sandbox tools showing alpha selectors when unwanted * Most default tools showed the alpha bar while it did nothing. It is no longer shown for tools that do not make use of it. "Fixed" certain weapons rendering effects in opaque pass * Since view models cannot be TWOPASS (or TRANSPARENT), we fake the flag by always applying it for ViewModelDrawn, except for depth pass * Adds new argument to SWEP:ViewModelDrawn - STUDIO_ flags. Transparent effects should only be rendered here if STUDIO_TRANSPARENCY is set
Today
Fixed deep sea dwellings changing position after a server restart - Disabled auto spawn and enabled saving on all islands SpawnGroups - We now trigger the SpawnGroup initial spawn when the deep sea is opening Also fixes ores and collectables respawning after a server restart S2P all islands
Today
Some minor changes from TF2 SDK * net_graph lerp * debug builds related change * vgui buildmode fix Update SSE math from TF2 SDK * Just a preventative measure against improper usage of LoadAlignedSIMD Some more TF2 SDK changes * TextImage::GetText fix * scaled physics and saverestore fix * dynamic shadow poke-thru fix Fix some crashy issues Rework internals of Player.Kick and game.KickID * They are now consistent with each other. Replace " with ', trim the command to 511 chars, apply newline at the end. Fix an issue with CBasePlayer::Kick Fix new Lua error with spawnmenu again * Why was it "HangOpen" and not "SetHangOpen" for spawnmenu.. Probably fixed floating addons on Linux Minor cleanups Ensure we don't load saverestore files from mountable games Update server version mismatch disconnect messages. Minor adjustments to HLMV * Make the minimum size bigger (1200x800, from 640x700) so all UI elements fit without resizing * Title always contains program name * Prevent materials being deduplicated in the material list, so all missing materials now show Fixed a particle related crash Fixed normal map for Shotgunner Combine Soldier player model Added 3rd skin to Combine Soldier player model * It's the skin for the updated combine soldier texture from Episode 2 Fixed wall slams playing wrong physics sound * Now plays the sounds associated with the material we hit, not the sounds of the last ground entity we were on Custom Spawnmenu position function for view models Some bounds checking in shader system just in case Fixed a regression with Entity:CreateParticleEffect when using tables
Today
merge from better_smoothing
Today
hooked smoothing up to brush hardness in the GUI re-mapping 0-1 values to sane internal values
Today
code support for SmoothMin and SmoothMax to allow per-modifier smoothing to be applied (using as a standin for brush hardness or smoothing)
Today
Gated a NPCSpawner log behind a convar (npcspawner.debug) Improved the log to be more useful
Today
Infrequently cache water factor check per in-range boat for PlayerBoatSounds, not every client Update()
Today
Some bounds checking in shader system just in case Fixed a regression with Entity:CreateParticleEffect when using tables