147,458 Commits over 4,444 Days - 1.38cph!

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28 Minutes Ago
main -> game_room_dlc
35 Minutes Ago
Fixed friend list context menu ordering issue
37 Minutes Ago
Merge from apartment_complex_monument
49 Minutes Ago
merge from wallpaper_boats_fix
49 Minutes Ago
Fixed not being able to place wallpaper on finished boats
1 Hour Ago
Glowing wallpapers sitem setup, skins list, manifest, localization. WIP neon carpet textures, material, skin asset.
1 Hour Ago
merge from computerstation_uiscale
1 Hour Ago
Fixed escape not closing the console when mounted to a computer station
1 Hour Ago
Computer station UI is now scaled by the UI scale convar
1 Hour Ago
merge from vending_purchase_clamping_fix
1 Hour Ago
Another vending machine clamping consistency fix
1 Hour Ago
merge from paintingui_fixes
1 Hour Ago
Fixed painting mode not switching back to brush after picking a color at low FPS
1 Hour Ago
Another fix
1 Hour Ago
MeshPaintController.cs file formatting
1 Hour Ago
Fixed random lines at low fps
1 Hour Ago
merge from main
1 Hour Ago
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Optim: ServerCachePlayerInfo - don't cache isRunning Time to clean up all the extra args everywhere, having 10 param funcs is no bueno Tests: consistency tests
2 Hours Ago
Optim: ServerCachePlayerInfo - don't cache onground and isflying Tests: ran unit consistency tests
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Merge from mfm_u6
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merge from skinviewer_turret
3 Hours Ago
Fixed auto turret missing cover in the skin viewer
3 Hours Ago
Merge from main
4 Hours Ago
Merge from main
Today
Merge from parent
Today
Handle non-deferred cases Validate options against different renderpaths Make MotionVector AO settings consistent Use shared statics with original AO
Today
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Lighting WIP
Today
Only allow one shop at a time
Today
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Today
Fixed currency not being deposited in vending machine inventory
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Remove duplicate COMPILE_TIME_ASSERT macro (oopsie)
Today
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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)
Today
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