137,260 Commits over 4,474 Days - 1.28cph!

34 Minutes Ago
merge from triggerbase.ontriggerenter_nre
1 Hour Ago
correct comment
1 Hour Ago
Potential fix for triggerbase on trigger enter NRE. Possible weird sequence where a call via OnPlayerEnterCombatZone -> Teleport which eventually calls ForceUpdateTriggers could result on OnTriggerExit running inside our same trigger whilst we're still inside its OnTriggerEnter
1 Hour Ago
Fixed an infinite loop in the client shadow system Fixed MacOS & Linux SRCDS compile errors Improve error handling with missing data in <gamemode>.txt files Fixed procedural bones not working correctly * Hopefully without side effects. Basically I think they were applied twice because of changes before 2014, so idk what the purpose of these C_BaseAnimating::BuildTransformations changes where, but now it much more closely resembles regular Source Engine code Prevent main menu backgrounds scanning 2 paths on file open * Basically it was trying `materials/background` first, while the files are always in `background/`, so now it just checks the correct path immediately. Don't fruitlessly search workshop content for every mounted path * Only search in addons for each Workshop path Minor cleanups Do not mount gamemodes/ for menu state Lua
1 Hour Ago
Fix NPC Shop vendors facing the wrong direction after save load
2 Hours Ago
Resolved timeout issue on map upload
3 Hours Ago
keep a dropped key around for an hour rather than 5 minutes
4 Hours Ago
Merge from more_cleanup
4 Hours Ago
Fixed ban notification report date being wrong, will now show the date of the first report
6 Hours Ago
Update(debug): allow to filter occlusion culling debug to just 1 specific instance via culling.debugid - added editor only way to copy id (need a way to do this in standalone) Tests: used it to isolate apartment corridor wall (still pants to use though, need something better)
6 Hours Ago
Don't send room network update twice Clean up methods Refresh blocker state constantly if inside the invisible door toggle
Today
Founders Door - lowpoly and first texture iteration
Also fix MeshLOD spamming errors when first adding the component
Implement arted up variant of powerplant fuse box - Fuses visible in fusebox according to which slot they are placed in - Use gib for popping out spent fuses - Add custom loot panel for the powerplant fuse boxes - Move powerplant fuse condition loss to a convar Also: - Fix all invalid slots being visible for a frame when opening a loot panel with 'hideInvalidIcons' enabled - Fix loot panels reverting to the quick craft panel when closing the entire panel
Today
Consistent icon sizing for animation buttons
Today
Camera scroll zoom shift tooltip
Today
Update(editor): occlusion hiz overlay - "auto-expose" depth overlay Original implementation made it very difficult to discern anything in enclosed spaces Tests: used it in apartments
Today
Port ONLY the shader changes over from /main/.../std_shader_compat in order to make the standard shader compatible with the SRP batcher. This will cause conflicts. If you run into that, than know that this branch is the source of truth. This branch should stomp whatever was under /main/indirect_instancing.
Today
More reliable skin icon downloading. Skin menu styling fixes. Flash skin title text red/yellow during skin download for user feedback
Update blast door blocker to use RendererLOD
Today
Fixed streetlight volumetrics hue not propagating. Pop fix. S2P.
Today
Added sounds to charm equip/unequip and code tweaks
Merge from MonumentBlockers2
Today
Filter skins by name
Today
blast door blocker added
Today
WIP stacked tables/desks monument blocker
Today
Occlusion tweaks & shadow priority improvements. Removed distance flares from basement assets. S2P
Today
Bigger button style in scroll views
Today
Final light tweaks & polish fixes. S2P.
Today
Workshop skins now loading correctly with their icon
Today
Market lighting tweaks for the changed layout.
Today
Update(editor): use same color for lod level of occludee when rendering ss bounds - also added memoization of lod level Tests: none, trivial change
Today
Fixed RidableHorse ProtectionProperties leak
Today
Update(editor): use different colors for visualizing occluidee screen-space bounds Red for dynamics, cyan for statics, purple for grid Tests: visualized swing - saw all 3 colors
Today
Prefab cleanup.
Today
Bugfix(editor): fix dynamic occludees rendering sphere in LS, instead of WS - use cached location to help detect slow updates to dynamic occludees Tests: visualized bounds of swing seats - they're no longer at origin
Today
Fixed some conduits that didn't line up to light fixtures anymore.
Today
More lighting polish.
Today
Merge: from main
Today
Button style changes
Today
Piano v4 animation updates
Today
Lighting prefab improvements.
Today
merge from main
Today
Fix items being movable into the vending machine inventory of the rentable shop while the purchase menu is open
Fix demo comptabaility layer bricking some up to date demos - use correct asset scenes rather than file bundles for HasAsset check
Today
scene update
Today
- Added overlays to scene and Overlay cycle and hide script, set up cycle button - new composition button now cycles through intial set of options
Today
Remerge of before due to submit race
Today
Merge: from renderbatch_meshlod_improv - Update: reimplementation of previous bugfix to be cheaper Tests: pasted a boat, flew out and back - props were there
Today
bear desc update