147,543 Commits over 4,444 Days - 1.38cph!

Yesterday
Set correct motion vector shader in RRP settings
Yesterday
force runtime lookups to rebuild from the updated asset
Yesterday
Fix compile simulator not working in parallel mode - use CustomBeforeDirectoryBuildProps parameter to pass in a custom props file to overwrite BaseIntermediateOutputPath - accomplishes the same thing as passing in the BaseIntermediateOutputPath parameter used to - each platform is now in /Temp/CompileSimulation/{Platform} again like it used to be
Yesterday
delete leftover file from tropical 4, plastic somehow forgot it
Yesterday
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Yesterday
Bugfix: accidentally used ducked instead of ducking modelstate, whoops Tests: ran consisntecy unit tests
Yesterday
Cobalt Statue - Added colliders and modified prefab settings
Yesterday
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Yesterday
Optim: ServerCachePlayerInfo - stop caching isDucking Tests: AH consistency unit tests
Yesterday
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Yesterday
Add TerrainToMesh source, simplify terrain baking process for deep sea + add it to s2p.
Yesterday
Fixed the final bloom pass's render texture size
Yesterday
Optim: ServerCachePlayerInfo - don't cache isOnLadder Tests: ran AH consistency unit tests
Yesterday
Yesterday
demo_compatability_layer -> main
Yesterday
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Yesterday
Also set telephones to be always powered - was setting them to not require power but that was only applying on the server
Yesterday
Implement camera motion vectors
Yesterday
Empty compat file so it gets included in builds
Yesterday
Set bowless crossbow item category so its correctly set as a store item by the repair bench external link button
Yesterday
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Yesterday
Set fridge as powered by default inside apartments
Yesterday
Prevent players from picking up deployables inside monuments when they require building permission to pickup (aka all the beautiful entities I spawned inside apartment rooms)
Yesterday
Bugfix: missed a couple places where ModelState.Blocking is updated Tests: none, trivial change
Yesterday
merge from attachment_charms
Yesterday
Fixed skinviewer vertical drag clamping not clamping for real Tweaked charms lighting
Yesterday
vending_stats_text_fix -> main
Yesterday
Stop the text going blurry in the vending stats page
Yesterday
office light prefab & related files
Yesterday
Clean: fix up formatting crimes in BasePlayer-SaveLoad.cs Tests: none, trivial change
Yesterday
Update: duplicate ModelState.flags and ducking properties into their own arrays, keep them in sync with incoming model states Will allow me to removed caching of 5 properties in ServerCachePlayerInfo Tests: booted craggy
Yesterday
Keep the 'change accessory' button on selected items even if you dont have any charms unlocked So you can remove a charm on a picked up gun
Yesterday
- Rewrite of the demo compat system - General cleanup - Couple of weird editor only bugs fixed
Yesterday
Fix new mountable tests having the "Deployables" category, breaking deployable tests Minor cleanup, testlist
Yesterday
Set up (empty) camera motion vector pass
Yesterday
Merge from satellite_crash
Yesterday
Enable map zooming on the targeting map. Codegen.
Yesterday
Fix per-object motion vector pass
Yesterday
Add teleport2satellitecrashsite
Yesterday
main -> demo_compatability_layer
Yesterday
merge from main
Yesterday
Glowing Wallpapers - Ceiling stars WIP
Yesterday
camera_flash_fixes -> main
Yesterday
Optim: ServerCachePlayerInfo - don't cache IsCrawling, it can be deduced from PlayerFlags Tests: ran speed consistency unit test, ran around craggy, crawled while wounded - all's gud
Yesterday
Compile errors
Yesterday
Assign bed to apartment owner after the furniture is spawned in the room (when room is rented)
Yesterday
Minor 64bit compile warning fixes Remove test_freezeframe concommand Consistent usage of "64-bit" formatting in window titles Fixed a crash with TextEntry when going to the next word to the left Add some more map loading & other self checks Fix Airboat wake effect drawing in depth pass Remove FCVAR_ARCHIVE from sv_loadingurl * Don't want this to be saved on game clients. Fixed a bunch of unreferenced function warnings Fixed some minor compile warnings Completely remove the disabled Valve's ancient phonehome stuff Minor changes * Fixes for VS analysis warnings * Some merges from TF2 SDK VPC scripts Hammer tweaks * Minor fixes to layout of loading dialog * Prompt the user for a new name if picking an entity that has no name * Fixed "Make hollow" spin control not doing anything Minor cleanups * func_tank FGD descriptions Make Player:UnSpectate() clean up value set by Player:Spectate() * remove FSOLID_NOT_SOLID, remove EF_NODRAW, unhide HUD, enable damage. Only does this if observer mode was not already OBS_MODE_NONE * Prevent Player:Spectate() sending 3 useless usermessages to the player Minor cleanups + studiomdl.exe overflow checks Fixed MaxHealth not updating correctly in singleplayer for local player clientside Minor cleanups Update HLMV control panel layout to be less claustrophobic Fix HLMV crashes when no hitbox sets Potential crash fixes * Fixes a crash issue with HLMV, possibly some Hammer ones More potential crash fixes * probably a nothing burger, but maybe will catch one or two Hammer crashes Add addon ID to "Hidden Addon" title fallback Micro optimization for halo when rendering models with decals (PR) Fixed PlayerStartVoice not running for local player * Fixed local player volume being NaN for a split second when starting to talk Make mxSlider respect the tick count under modern v6 windows styles Make util.KeyValuesToTablePreserveOrder's all 0 keys check work like intended * make it only apply key replacement when ALL the keys are 0s, not just some keys. Maybe should delete this code entirely though? Remove trailing newline from certain disconnect messages Fix weapon_pistol prediction errors * its weird how it only happens on dedicated servers, but ANYWAY, fixed now. Mark some NPC related debug commands as cheats for consistency * Also fixes a crash with `ai_test_los`
Yesterday
Use the new method in SleepingBagCamper too