136,004 Commits over 4,444 Days - 1.28cph!

17 Minutes Ago
Apartment lighting prefab WIP.
20 Minutes Ago
Optim: cache FogMachine invokes - StartFogging, EnableFogFieldCB, DisableNozzleCB, FinishFoggingCB There were invoked in StartFogging, which can oscilate with power. Tests: none, trivial changes
21 Minutes Ago
Softcore tag styling
21 Minutes Ago
Cast Iron Pan prop LOD0
25 Minutes Ago
merge from prototype -> apartment_complex_monument
26 Minutes Ago
tanker area sphere tank end
28 Minutes Ago
Fixed bad auto merge on HLMV changes
31 Minutes Ago
merge from main -> apartment_complex_monument
44 Minutes Ago
set raid windows on by default
52 Minutes Ago
Added the Grey Scale volume component and setup all the RRP volumes that needed it
55 Minutes Ago
remove old model & textures, update icon and guide mesh
1 Hour Ago
Seperate tc softcore stuff into its own file
1 Hour Ago
fix manifest
1 Hour Ago
medium apartment coliision fix so we can get to the locker
1 Hour Ago
Apartment lighting layer testers.
1 Hour Ago
- Setup raid windows so they transfer UTC time from server -> client and client then resolves properly to their own timezone - Fix 'Raiding Allowed' and 'Raiding Blocked' vital notes from not poping up - Keep track of when the raid window opens via a syncvar on the gamemode entity
1 Hour Ago
Optim: skip BeeSwarmMaster.StartDie call if already dying Saves on ActuallyDie invoke and allocation Tests: none, trivial change
1 Hour Ago
Cherrypick CS 155224 (elevator deploy NRE)
1 Hour Ago
Added softcore gamemode modal, opens when clicking on the softcore tag
1 Hour Ago
Optim: avoid repeated invoke scheduling in BeeSwarmAI - SetOnFire gets skipped if bees are already on fire (saves StartDie scheduling) - StartDie gets skipped if bees are already dying (saves Egress scheduling) Tests: none, trivial changes
1 Hour Ago
Fix NRE when placing elevator
Today
Remove WinXP targeting from launcher_main and chromium Remove unused/useless convars * tf_escort_score_rate, hud_airboathint_numentries Rework cvars.AddChangeCallback filter * Convars that cannot be identified as server only or client only now run the callback in both realms * protected convars no longer run this callback at all More cvar cleanups * Removed sv_hudhint_sound, striderbuster_magnetic_force_hunter, sniper_xbox_delay, systemlinkport, matchmakingport, xmove, xlook Build 64bit dmxconvert.exe Fixed engine failing to run DMXConvert when there are spaces in path * Fixes StudioMDL not able to work with .dmx files if the model path has spaces anywhere. Possibly other tools and symbols affected too Fix project build warning with Hammer Make StudioMDL errors red color Minor studiomdl cleanups & additions from csgo *Added support for noforceloop for animations, $appendblankbodygroup, $preservetriangleorder, $bboxonlyverts * Some better error reporting Increase StudioMDL file buffer from 32MB to 128MB Add a StudioMDL crash check to do with that one DMX model * Probably not an ideal fix, but at least no crash Fixed func_conveyor applying infinity as force HLMV tweaks * Make frame slider taller * Enable Middle Mouse to translate the camera * Fixed error spam if using certain previews before loading a model * Origin Axis can draw without a model * Improve default camera angle (on launch, when no model) Reset surface.SetAlphaMultiplier every frame start Adjust env_fog_controller blinding check Cleanup cache/workshop/ on dedicated servers Replace empty string with <NO MAP> in windows srcds console * Just so it doesn't look like its bugged Minor fixes for NPC multiplayer support Potential crash fixes Minor cleanups + extra filesystem checks Fixed some issues with HLfaceposer.exe * Fixed a crash, missing textures
1 Hour Ago
Rename animation specific menu items to be more descriptive. [MenuItem("Tools/Animation/CSV Dump")] -> [MenuItem("Tools/Animation/Dump Animator Controller to CSV")] [MenuItem("Tools/Animation/Hash Debug")] -> [MenuItem("Tools/Animation/Animator String-to-Hash Calculator")] [MenuItem("Tools/Animation/Animator Override Updater")] -> [MenuItem("Tools/Animation/Replace Clip in All Override Controllers")]
1 Hour Ago
Bugfix: fix caching of DiveSiteBuoy.updateAction Tests: checked IL
1 Hour Ago
Enable radial menu on apartment elevators only
1 Hour Ago
Make radial menu for elevators opt-in
1 Hour Ago
Layer shifting on large apartment & lighting prefab.
1 Hour Ago
Optim: cache Sprinkler.DoSplash invoke Tests: none, trivial change
1 Hour Ago
merge from game_room_dlc
1 Hour Ago
Metas
1 Hour Ago
merge from main
1 Hour Ago
Remove MaterialReserialzer script (removes the menu option, script is deprecated)
2 Hours Ago
Optim: cache HBHFSensor.UpdatePassthroughAmount invoke Tests: none, trivial change
2 Hours Ago
Optim: cache ElectricBattery.TickUsage invoke Tests: none, trivial change
2 Hours Ago
Fixed an issue with render pipeline global settings not being set after loading them from resources
2 Hours Ago
tanker area sphere tank progress
2 Hours Ago
Optim: cache ElectricBattery.AddCharge invoke Tests: none, trivial change
2 Hours Ago
Merge from worldposiitongenerator_optim
2 Hours Ago
Added the grain volume component and added it to all RRP volumes that needed it
3 Hours Ago
Applied lighting prefab WIP to scene.
3 Hours Ago
tanker area sphere tank progress
3 Hours Ago
Optim: cache CoalingTower.CheckWagonLinedUp invoke Tests: none, trivial change
3 Hours Ago
Optim: Cache StrobeLight.SelfDamage invoke Tests: none, trivial change
3 Hours Ago
Optim: cache SamSite.WeaponTick invoke Tests: none, trivial change
3 Hours Ago
mag drop, shell eject and mag visibitly added for M16a2 vm and 3p anims
3 Hours Ago
More optimisations for missions WorldPositionGenerator Remove the uneccessary persistent heap allocations for quadtree element arrays and element->rect lookup. Just store rect arrays directly Only keep in memory rects which we know are within valid bounds for a given set of input values rather than all of them Don't do boundary checks on those rects which have been preprocessed (we already know they are within valid bounds) Remove some garbage allocs from lambda captures in PrecalculatePositions (takes place once at server boot)
3 Hours Ago
tweaked draw distances on vent large duct prefabs, were culling too soon
4 Hours Ago
New "Blocked by industrial piping" error when building is blocked by an industrial pipe (before it would say blocked by the entity the pipe is connected to, which could be far away) Phrases
4 Hours Ago
apartment complex HLOD+S2P
4 Hours Ago
NPC lean animations first pass