139,830 Commits over 4,352 Days - 1.34cph!

12 Days Ago
Tweaked item tab button hitboxes
12 Days Ago
merge from main
12 Days Ago
merge from main
12 Days Ago
Furnace workshop effects controls
12 Days Ago
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12 Days Ago
Update(tests): add perf tests for serial and parallel UpdateSubscriptions Tests: ran it
12 Days Ago
Updated storage box store page description
12 Days Ago
remove redundant script, add EmissionToggle to bbq in deployable and workshop skinnable
12 Days Ago
Rustige Egg H - Updated textures, updated model with LODs, updated icon (wip), general prefab setup
12 Days Ago
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13 Days Ago
Added Lua mesh skinning support * Added `mesh.BoneData( index, matrixId, weight )` * Added second argument to `Global.Mesh` - boneWeights * Added `IMesh:DrawSkinned( matrixTable )` Minor cleanups Fixed DrawSkinned affecting underwater rendering * By applying the model matrix to the Draw() call Some more than minor cleanups of probably unused stuff Fill remaining matrices with identity ones for DrawSkinned * In case some silly goober doesn't give it enough or gives none Fix handling of userdata members from tables Fix potential crash with malformed models Remove that unused code Potential micro optimization for trace filter tables Minor cleanup Fix last map not loading correctly if it's an addon map mesh.Begin throws errors with invalid primitive counts Fixed a crash with func_button and Sandbox drive system Lets try making r_radiosity default to 4 again Add some sanity checks to map loading Implement corrected limit checking for mesh.Begin w/ static meshes I.e. when giving mesh.Begin a mesh object, the limit becomes 65535 instead of 32768 Added second arg to IMesh:DrawSkinned - mult by model matrix Try to prevent crashes with weird .phy files Include tree_deciduous_card_01.mdl with the extra skin * Fixes some visual inconsistencies on HL2 maps Implement Panel:Clear for DPropertySheet/DCollapsibleCategory * DPropertySheet will clear all tabs and their associated panels (and calls OnActiveTabChanged with nil as new panel) * DCollapsibleCategory will avoid clearing its header, deletes everything else * DPropertySheet:CloseTab now also calls OnActiveTabChanged Flip order of operations for model matrix mult of DrawSkinned * Should fix angles affecting position Fix false positive on LoadLeafs data validity test Do not reset water reflection/refract textures when they are not used * From start of game, if expensive water is always disabled (or if the map doesn't have water to begin with), do not clear the RTs. (This would happen only once regardless) Fix a typo in DModelPanel
12 Days Ago
Initial boilerplate setup, empty test radial menu, new radial menu type, keybind, etc.
12 Days Ago
Prepare refactor to have multiple navmeshes in same world * new namespace for all new nav stuff to avoid confusion with old * separate global methods * navmesh instance methods * C++ wrapper methods * path helper methods * geometry helper methods
12 Days Ago
Added support for multi-draw mesh motion vectors within the indirect instancing system
12 Days Ago
Initial work on a command list page so we can see all commands natively in game (convars etc)
12 Days Ago
Prepare work on moving navmesh
12 Days Ago
Fix odd history inputs + odd history loading
12 Days Ago
Update(tests): added consistency test for BasePlayer.UpdateSubscriptions - fixed a bug with stepping players who's timestamp is not due yet - Refactored serial code slightly to keep the structure consistent Tests: ran unit test
12 Days Ago
more folder cleanup
12 Days Ago
tidied up charms folde a little, added new sequential steam ids
12 Days Ago
Bugfix(tests): when setting up a dummy server, ensure heighmap is also initialized Needed to accomodate recent changes with tunnel net groups Tests: perf test for snapshot deps now runs
12 Days Ago
Apartment lights - updated textures
12 Days Ago
Prevented indirect instancing from ignoring motion vectors for a draw call when its world bounds was set to have a center of zero
12 Days Ago
add packet ref, tweaked array pool size
12 Days Ago
merge from new_console-ui/copypaste
12 Days Ago
Last fixes and tweaks
12 Days Ago
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12 Days Ago
updated apartment light textures
12 Days Ago
Ascending/descending sorting for the list view Hovering the line shows the thumbnail Styling and layout tweaks, fixes
12 Days Ago
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12 Days Ago
missing glass from kiosk F + set dressing
12 Days Ago
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12 Days Ago
Update rust native lib for all platforms to contains the new recast code
12 Days Ago
Merge from main
12 Days Ago
List and grid view mode toggle Sorting buttons Polish
12 Days Ago
set dressing kiosk D
12 Days Ago
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12 Days Ago
Include VehicleLarge layer in growable entity sun raycast
12 Days Ago
bulky sofa greybox
12 Days Ago
Re populating skeleton skin bone array for frontier hazmat
12 Days Ago
floorpaper icon, renaming, engine file
12 Days Ago
set dressing rentable shop A
12 Days Ago
Updated apartment light textures
12 Days Ago
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12 Days Ago
Merge from main
12 Days Ago
Fix height sampling on some terrain sizes, add tooltips to convars, fix server compile errors, set terrain prefab to craggy, set default global lod scale to 2
12 Days Ago
fixed static vehicle paint masks import options, added some detail maps to materials to increase paint TD
12 Days Ago
Add ConVar to use MeshColliders for terrain cells, add editor buttons to create mesh colliders, clean up unused code, and put debug info behind flags.
12 Days Ago
Better approach, only allow one device per index be connected at once
12 Days Ago
Gibs, colliders