126,513 Commits over 4,171 Days - 1.26cph!

9 Minutes Ago
merge from bed_skinviewer
9 Minutes Ago
Added bed to skin viewer
18 Minutes Ago
merge from main
26 Minutes Ago
floorpaper tweaks
30 Minutes Ago
Steam DLC packs atlases
38 Minutes Ago
merge queryvisoptimization_bugs to main
38 Minutes Ago
Fix threading issues with removing transforms from query vis, clean up null transform access array entries for pending removals.
39 Minutes Ago
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42 Minutes Ago
Update: StoreTakeoverPath - generalize DrawSpritePathField into DrawPathProxyField<T> - fixed DrawSpriteField not matching how it used to be Need to extract it from StoraTakeoverDrawer as it'll be useful in other places, will do that next Tests: visualized takeovers in editor. Prefab picker is empty (shame) but drag-and-drop works
50 Minutes Ago
Minor cleanups Compile warning fixes More compile warning fixes Fix IgnorePlayers acting as DisableAI for strider Fix AR2 impact effects appearing when shooting the skybox Added MATERIAL_CULLMODE_NONE for render.CullMode Increase MAX_LIGHTMAP_DIM to 256 MAX_BRUSH_LIGHTMAP_DIM_INCLUDING_BORDER 32=>256 MAX_DISP_LIGHTMAP_DIM_INCLUDING_BORDER 128=>256 TTT: Updated Russian localization (Community Contribution) * Also made radio buttons slightly wider Spawnmenu/contextmenu toggle mode * If the associated key is released within 200 ms, the associated menu will not close. Holding behavior unchanged otherwise Some OOB checks Main menu start new game options changes (Community Contribution) * Fixed P2P: Friends only resetting after starting a game * Visual adjustments to alignment of certain elements in the start new game options menu Fix 'status' showing IP address for -p2p dedicated servers * For listen servers it was already not a thing Updated TTT TTT: Added optional translation parameters when adding radio sound names (Community Contribution) Try to work around infinite loops with WaterLevel() Refactor how Lua trace filters are loaded to remove code duplication HTML panel ConsoleMessage improvements * Make HTML.ConsoleMessage behavior match better that of DHTML * Added [Warn] [Error] [Debug] prefixes to console messages output by HTML panels (when appropriate) * DHTML no longer overrides console.log for CEF panels * Added HTML.ConsoleMessage severity argument - possible values are "log" "warn" "error" "debug" (chosen to match the JS functions that produce the event) Rename npc_tf2_ghost to nb_example, and move it to Sandbox (from base) Rename npc_tf2_ghost spawnmenu entry * (this is separate on purpose) Combine duplicate HTTP headers with a comma Added Panel.SetTextHidden
48 Minutes Ago
Rest of the misc packs atlases
1 Hour Ago
More pack atlases, cleanup
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
Adding separated cannon fbxs
1 Hour Ago
Update: StoreTakeoverDrawer - path proxy drawer now draws like a sprite field - fixed drawer using wrong fields for icons Tests: tested on cached Path override, clicked to get a cprite picker, drag and dropped - all work
1 Hour Ago
merge from workshop_scene_improvements -> main
1 Hour Ago
Merge from boat_building
1 Hour Ago
Merge from parent
1 Hour Ago
1 Hour Ago
final fixes before merge
1 Hour Ago
rpg incendiary ammunition adjusted lods
1 Hour Ago
texture value tweaks
1 Hour Ago
food barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
1 Hour Ago
halloween wallpaper icons, added to skin files, split out wallpaper_iconrender prefab to walls, ceiling and floor so we can preserve render camera transform properties per type
2 Hours Ago
fix toggles code after component update
2 Hours Ago
- Recalculating mesh batch uv distribution metrics when batches are updated. - Testing texture memory budget being set to 64GB and discarding always enabled.
2 Hours Ago
Merge from naval_missions
2 Hours Ago
Prevent boats from jiggling once they reach their target position Codegen
2 Hours Ago
Cleanup
2 Hours Ago
Building skins and hazmats atlas variants
2 Hours Ago
Codegen again I guess
3 Hours Ago
fix serialized fields being inside compiler define
3 Hours Ago
Codegen
3 Hours Ago
Update: general cleanup and make StoreTakeoverDrawer draw original props - StoreTakeoverDrawer used if-deffed-out blocks to be able to switch from Textures/Prefabs to paths to them - removed Tile Override path, as it hasn't been implemented fully yet and has been silently failing this entire time Managed to confirm that the data from Main got preserved, but I'll need to do a raw copy of prefabs with configs just to make sure nothing slipped through the cracks. Tests: navigated to takeover configs and explored them
3 Hours Ago
Merge from naval_update
3 Hours Ago
Merge from main
3 Hours Ago
Merge: from main Testing to see if I can upgrade data this way - that'll be next CL Tests: compiles in editor
3 Hours Ago
fixed shortcut around the farm fence, set dressing cleanup (floating and colliding objects)
3 Hours Ago
Door item fixes
4 Hours Ago
Added boat door, setup as boat construction. Manifest
4 Hours Ago
merge from bed_improvements - beds are now community skinnable
4 Hours Ago
Experimenting with atlas variants, so we can have a downsampled variant we can use for gallery miniature images instead of relying on mip maps Disabled mip maps on all store atlases and assets
4 Hours Ago
Update: restore ItemStoreTakeover serialized layout - should allow to merge-and-upgrade all prefab changes, I hope. Will remove it post-merge. Tests: editor compiles
4 Hours Ago
halloween floorpaper minor tweaks
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Create tooling to setup mesh LODs for terrain chunks.
4 Hours Ago
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