143,256 Commits over 4,383 Days - 1.36cph!

Yesterday
merge from main -> cpu_batching_submesh
Yesterday
Codegen
Yesterday
merge from terrain_lower_fixes
Yesterday
Link up launch site height texture again S2P launch site, military tunnels
Yesterday
Mortar UI
Yesterday
industrial garage door - model update - placeholder textures - material update all still wip
Yesterday
merge from s2p_terrain_fix
Yesterday
merge from main Keep source on launch site scene
Yesterday
Add a comment
Yesterday
merge from automated_testing
Yesterday
Remove duplicate m_flTimeWeaponIdle in prediction table Remove obsolete strings from garrysmod_english.txt Minor cleanup Limit render.ModelMaterialOverride to non depth passes * render.ModelMaterialOverride will no longer override current override type Fixed prop spawn effect in depth pass with parented props * bonemerged weapons on NPCs was breaking depth pass Fix DrawModel call arguments in base game Lua code * Nextbots, SNPCs, TTT SENTs, some other bits
Yesterday
merge from physicsmaterial_stringpool_fix
Yesterday
Fix impact effect / stringpool warning spam issues
Yesterday
Disable static prop physics scaling for this beta * This vphysics version really doesn't work well Remove duplicate m_flTimeWeaponIdle in prediction table Remove obsolete strings from garrysmod_english.txt Minor cleanup Limit render.ModelMaterialOverride to non depth passes * render.ModelMaterialOverride will no longer override current override type Fixed prop spawn effect in depth pass with parented props * bonemerged weapons on NPCs was breaking depth pass Fix DrawModel call arguments in base game Lua code * Nextbots, SNPCs, TTT SENTs, some other bits
Yesterday
merge from main -> cpu_batching_submesh
Yesterday
Remove duplicate m_flTimeWeaponIdle in prediction table Remove obsolete strings from garrysmod_english.txt Minor cleanup Limit render.ModelMaterialOverride to non depth passes * render.ModelMaterialOverride will no longer override current override type Fixed prop spawn effect in depth pass with parented props * bonemerged weapons on NPCs was breaking depth pass Fix DrawModel call arguments in base game Lua code * Nextbots, SNPCs, TTT SENTs, some other bits
Yesterday
Possible fix for scene losing its reference to the height texture when running S2P with terrain lowering
Yesterday
Launch site fix test
Yesterday
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Yesterday
Explicitly request linear colours for R and RG render targets
Yesterday
hooked up industrial pack as steam unlock not the furnace
Yesterday
temporarily disabling physics.setbounds due to it breaking almost all collision in unity version 6.3.X - returns and logs a warning instead
Yesterday
Industrial torch - Added initial idle test + bespoke animator (ready for new anim set)
Yesterday
Industrial Storage - LODs and gibs, small texture update
Yesterday
Fix TestCooking item leaks
Yesterday
merge from main
Yesterday
Fix female swimwear clipping with trousers
Yesterday
Merge from main
Yesterday
Merge from lod_baker_multiple_source_meshes
Yesterday
Updated LOD Baker's baked textures' naming conventions
Yesterday
Merge from main
Yesterday
Updating pilot hazmat burst cloth constraints iterations
Yesterday
Added tint mask for apartment trims
Yesterday
vanity_cabinets_a lod0 initial pass on texture and material including paint variation
Yesterday
Material changes, visual polish
Yesterday
first pass of dart projectile prefab, with lerping animation curve movement (clientside only rn) connected all parts together usin the board entity as the middle layer with RPCs (controller -> board -> reticle -> board -> dart -> board -> controller)
Yesterday
updating kiosk with more dirt & interior shelves. Ran into a problem with decal signs not showing up. Submitting for Hannah to check
Yesterday
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Yesterday
Change `renderer_submeshes` convar from 1 -> 2 but keep it scoped to only work with RendererBatch components that specifically enable AllowSubmeshes - allows batching on container to be toggled by changing `renderer_submeshes` convar
Yesterday
TestGuns maintenance
Yesterday
added base decor pack sitem as required item for storage barrels in their steam item files
Yesterday
industrial large furnace - added gibs, updated collider, set max texture sizes for baked lod
Yesterday
penthouse apartment plaster WIP
Yesterday
Source updates - added conditional meshes to vest and legs. fixed some clipping issues on pants and shirt geo. Updated bdu and ballistic item prefabs
Yesterday
exported 3p drop/pickup item anims
Yesterday
merge from electric_furnace_emissive branch, set electric_furnace emissive to maximum of 1 and tweaked emissive texture to compensate
Yesterday
sprays and emojis for industrial
Yesterday
Merge from 3p_spectator_improvements
Yesterday
Fixed launch site terrain
Yesterday
merge from workbench_upgrades