146,146 Commits over 4,413 Days - 1.38cph!

14 Minutes Ago
merge from main
4 Hours Ago
change industrial auto turret inventory handling sound
4 Hours Ago
deploy/open/close sounds for industrial storage and furnaces
5 Hours Ago
industrial auto turret sounds
morph cache add dye sets to hair sets
conditional hair setup (pointing to midlength meshes for now)
add to hair sets
Fixed missing skeletonskins
merge from crew_cut_setup (to avoid hair set conflicts)
shadow lods
rough dye set pass
Female conditional meshes
Today
Cobalt Statue - Added latest progress on the mesh and prefab, which includes the fully UV'd and textured pedestal with its corresponding materials.
Conditional meshes
Updated render meshes on prefab
Ponytail cleanup
Today
Fixed LZMA decompression size calc on 64bit for real this time Probably fixed CGameClient::Reconnect Combine APC vehicle tweaks * Replace the vehicle entity with the big gib in undo/cleanup systems when the APC explodes * APC can now explode without a driver * Prevent potential crashes at entity limit Fixed m_UseFastClipping being set to a pseudo-random value on game start DxSupport tweaks * Reduce cl_detaildist to 3k from 4k * Delete dxsupport_sp, dxsupport_episodic (unused files) * Load the dxsupport.cfg from bin/ always, not from bin/win64/ for 64bit and bin/ for 32bit * Disable support for dxsupport_override.cfg (unnecessary) Move vtex.ico into src/utils/vtex/ from game/bin/ Fixed DxSupport loader parsing numbers from hex to decimal twice * KeyValues system already magically parses 0xFFFF type strings into a float, so ReadHexValue doesn't need to exist anymore. Remove obsolete convars from dxsupport * mat_parallaxmap, r_decal_cullsize Fixes for 64bit Hammer displacement tools Fix annoying compile warnings about hiding global/member with same name
Initial setup
Ponytail fixes
Ponytail hair update
commit missed texture metas
Today
merge from wiretool_cave_fix
Today
Added some network override volumes in cave_small_hard and cave_large_sewers_hard Fixes not being able to wire stuff from cave to surface S2P both caves
Today
rebased darts_game branch
Today
Added Crewcut hair variant. Added fbx files, set up prefabs, added textures and set up materials.
Today
merge from consoleinputfield_fix
Today
Fixed console input field not being selected automatically when using consoletoggle 0
Fixed pooltable NRE'ing on spawn
Codegen Manifest
Second set of cherrypicks
Today
merge from resourcedispenser_allocs
Today
Delete a bunch of old useless assertions that allocate
First set of cherry picks from game_room_dlc old because of plastics 'issues' up to 151245
Today
Bowless crossbow skin viewer update
Today
merge from main
Allowed mounting with ballistic helmet
Today
fix foliage displacement feature causing scene view issues, avoid drawing viewmodel feature outside of the game view
Today
add PerformanceText line for Rust Render Pipeline when enabled, getting harder to tell visually which pipeline we're using
Today
Subtract the custom network group for the apartment building & floors because default 5s update rate is too slow & even if it updates quicker it will cause more lag spikes and be more complicated than simply improving the culling
merge from skin_brightness_variation
Today
merge from skinviewer_viewmodel
Today
Skinviewer salvaged sword tweaks
Today
Restored generic popup background blur
Today
Glass AR - texture and shader updates round 2
Today
Glass AR - texture and shader updates
Today
RRP: water surfaces receive light from all light sources now, not just sun (forward+ lighting)
merge from playerrigupdate2
Today
Fixed skinviewer fullscreen position issue when navigating using the arrows
Today
merge from main
Ponytail Hair update