137,797 Commits over 4,474 Days - 1.28cph!

20 Minutes Ago
Fixed inaccurate High Ice Wall collision Removed High External Stone Wall collider out of the ice wall prefab Added inner boundary collider for nametags
22 Minutes Ago
Merge from PlayerMaintainedMonuments/powergrid
22 Minutes Ago
S2P powerplant
25 Minutes Ago
Merge from PlayerMaintainedMonuments
26 Minutes Ago
When powergrid stage changes now notify all powergrid entities via a work queue instead of churning through them all in 1 frame Work queue process order is sorted by distance, entities closest to the powerplant receive notification of a stage change first Update powergrid.status convar
28 Minutes Ago
Rock Sculpture - texture update and new shader features
39 Minutes Ago
Powerplant exterior updates.
45 Minutes Ago
game_room_dlc -> main (missed files)
46 Minutes Ago
game_room_dlc -> main
47 Minutes Ago
merge from darts_game
1 Hour Ago
monument blocker texture cleanup
1 Hour Ago
LOD3s for stacked terminals
1 Hour Ago
Boar animation exports and rig set up
1 Hour Ago
Added missing UnityEvent attributes in SkinViewerEvents
1 Hour Ago
Adding world model rig for m92
1 Hour Ago
New ladder hatches and prefab setup
1 Hour Ago
Clean up of now unused code + inspector hookups
2 Hours Ago
Added Entity:PlayFootstepSound * Also fixed NPC footsteps not using leg positions for trace start location, so now the footsteps should be more accurate to the surface under each foot * Also fixed NPC footsteps not respecting intended footstep sound volume resource.AddWorkshop bails when given empty/2char input * Also throws non halting error with `lua_strict` Make render.ComputeLighting normal optional * It's optional in engine, so Lua binding also has it optional Added CNavArea:GetLightIntensity * This commit also fixes `nav_update_lighting` not really doing much. This does mean that all existing nav meshes (that are generated by non L4D games basically) need to be updated to take advantage of this new function. Allow loading nav files from mountable games as fallback * Addons/BSP/local files will take precedence over mountable games. Yes, this also means slightly slower server map loads because we check more places now. Update flagrass/construct navmesh with lighting info Add VPROF scope to CBaseFileSystem::IsDirectory Try to cancel active WorkshopDL downloads when exiting mid-download * Steam has no direct API to do this, but was hinted that MarkDownloadedItemAsUnused may do it in the future. Do not search for spray cache in addons/mountable games Minor cleanups * Disable CNavMesh::GetPlacesFromNavFile (unused) * Remove Addon::FileHandle::FullFileName (unused) Lets try removing "addons" library * It just builds a subset of files from "addons_filesystem" and linked to menusystem.dll, which doesn't appear to need it Don't treat "workshop" and "" as valid addon names * For "files in this addon" search 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 Implement ENTITY:OnTraceAttack for `ai` and `anim` type SENTs Remove client/server linking against 'addons' lib on win32/posix builds Revert stripping player weapons on Sandbox spawn * This breaks existing addons
2 Hours Ago
Fixed recharge countdown display
3 Hours Ago
Rock Sculpture - added new material, shader, textures
3 Hours Ago
Correctly allow mounting the computer during final descent/impact. Fix countdown display issues. Switch instantly to the recharging/cooldown screen after impact.
3 Hours Ago
placeholder assets for HitGuide on all carve shapes - cone and capsule pretty shit
3 Hours Ago
Added open/close FX to apartment upkeep terminal. Fixed incorrect 'Decay' text string when terminal is empty.
3 Hours Ago
merge from apartment_s2p_spawner
3 Hours Ago
Remove rogue disabled small apartment in the scene S2P apartment complex
3 Hours Ago
Hide the timer when mounting after lockin
3 Hours Ago
Setup larger powerplant fusebox, placed in powerplant. S2P Reduce default fuse condition loss rate, was silly high for testing
3 Hours Ago
merge from automated_testing
3 Hours Ago
Fix small backpack broken world model outline Testlist
3 Hours Ago
fix UI controls to reflect new zoom key (Secondary fire instead of Use)
3 Hours Ago
merge from main
4 Hours Ago
Updating mini crossbow with new arrow meshes
4 Hours Ago
remove a bunch of ? nullable wrappers
4 Hours Ago
Baseline, added premium manifest and new SteamInventoryBundle item type
4 Hours Ago
merge from darts_game
4 Hours Ago
fix invokes from strings to actions
5 Hours Ago
Remove old slow mip map bias code
5 Hours Ago
merge from raid_window_door_melee
5 Hours Ago
Reduce noise locker retexture
5 Hours Ago
merge from AK_ReloadUpdate
5 Hours Ago
merge from metabolism_optimization_2
5 Hours Ago
Revert PlayerAnimation controller - merge issues
5 Hours Ago
Second pass of monument blocker locker textures to make 'em dirtier
5 Hours Ago
merge from rust_relay_server
5 Hours Ago
merge from apartment_day_limit
5 Hours Ago
Apply additional mip map bias when upscaling (DLSS)
5 Hours Ago
fixed nasty memory leak with mesh data
5 Hours Ago
refactored mesh data to be written directly with the native API and calculate normals ourselves, removes another gross mainthread bottleneck
5 Hours Ago
Set _GlobalMipBias automatically from ConVar
5 Hours Ago
Codegen