202,453 Commits over 4,171 Days - 2.02cph!

1 Hour Ago
merge fix_invoke_handler_errors to main
1 Hour Ago
Fix InvokeHandler being left in scenes, which caused error spam when entering play mode.
4 Hours Ago
head_lookdown_debug -> main
4 Hours Ago
Occassionally if a players head look angle > 140 degrees consistently for prolonged update cycles, it could lose its pitch data, only preserving the yaw
4 Hours Ago
beanbag chair sounds mannequin sounds chandelier sounds orientable spotlight sounds wall cabinet sounds
Today
merge fix_hp_post_restart to main
Today
Load modifiers before metabolism, otherwise metabolism will set always cap the player health to 100 after a server restart rather than the modified max health.
Today
merge from decor_lighting_dlc
Today
Removed light occludee on chandelier main point light as its dynamic
Today
merge from crafting_search_improvements
Today
Crafting menu search now works with redirect skins ie: "throne" will return the Chair item as it has a Ice Throne redirect skin
Today
Fixed string lights not returning the full amount of item used when picked up
Today
merge from deep_sea/portals -> deep_sea
Today
Add the `Vehicle Large` layer to the portal trigger so it works with tugboats for testing
Today
Merge: from baseplayer_serverupdateparallel - Bugfix for UsePlayerUpdateJobs 1/2 - fix another reason why player could be swimming when parented Tests: loaded up the map, went to the excavator - no more swimming with UsePlayerUpdateJobs 2
Today
Merge: from main
Today
Bugfix: UsePlayerUpdateJobs 1/2 - extend the previous bugfix to the after-validate-recache logic - Also fixed resetting a bunch of per-player state during the recache step Tests: loaded map, hover-swim doesn't reproduce anymore (this time no exceptions)
Today
Optimized the crap outta the chandlier drawcalls. +related mesh and mat files.
Today
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Lowered SSS further on blue tarps Medical bay dressing progress
Today
Fix still wet after dying
Today
Fixed Lua errors with DProperty_VectorColor when deleting editable entity Allow to give ents.CreateClientRope local vectors instead of attachment IDs FIlesystem cleanups Improved invalid model detection Improve folder search inside VPK files Can actually find folders in root of VPKs, can actually wildcard match them now as well (so "models/props*" gets you just folders starting with that, not all folders in "models/")
Today
- Fix rcExpandTileBounds not matching c++ code exactly, causing tile seams to be discontinuous - Fix query extents being doubled when sampling - Expose min region size to c# - Start making editor tool to find and replace all navmesh obstacle components
Today
merge from canyon-fog-fix
Today
drop off biome fog density under ocean level, fixes canyons being full of fog
Today
spas12 viewmodel - added ads anim
Today
4k strip light materials
Today
4k striplight and striplight mount textures
Today
Added collision to farm barge container shells. Replaced beach parasols with static versions.
Today
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly
Today
Fix impact effects on the mannequin only appearing near the feet
Today
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Today
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Today
4k textures for spotlight and tripod
Today
merge glass_fix_resourcerefs to main
Today
Remove refs, compare physics materials by name instead. (physics materials don't have guid to paths baked.)
Today
Improve mannequin model part hiding with skin overrides
Today
Implement pathfinding iteration limit, so that paths to unreachable polys waste less budget
Today
Fixed cl_software_cursor
Today
- Fix chunks not being correctly processed - Add budget queue when rebuilding tiles at runtime - Add command to test rebuild of tiles
Today
Jungle ak viewmodel - fix for ads dryfire
Today
Merge fixes from /indirect_instancing
Today
Rebase on /main
Today
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
Today
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decor_lighting_dlc -> main
Deployable snapping for the table lamp
Deployable snapping for the Mannequin
Added snapping to the spotlight
Added snapping support to the two types of beanbag