146,148 Commits over 4,413 Days - 1.38cph!

Yesterday
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
Yesterday
Industrial Torch - Updated textures, rendered icon, updated icon renderer script in entity prefab
Yesterday
Fixed IconRender scene using the old UI input system module
Yesterday
merge from keyboard_layouts_fix
Yesterday
Fix bind_default stomping player rebinds when the default command was left unbound
Yesterday
Minor changes Try to scale NPC eye pupils with head/model scale * Seems to kinda work? Inflator tool tweaks * "Fixed" it being able to hit NPC bounding box (Made it ignore hull traces entirely) * Added replacement material for the effect that supports transparency * Updated the inflator effect so you are able to see what you are doing. It will also look different between inflating/deflating TTT: Use replicated convars instead of global nwvars (Community PR) Add another text step in loading when connecting to servers Mine changes with font code Update fps_max_menu and nofocus logic a bit (and block them from Lua) Many minor merges from TF2 SDK * Fixed minor compile warnings, removed unused variables, etc. More minor changes Remove usages of FIELD_CLASSPTR Initialize GCudata::unused2 with 0 Added new optional argument to steamworks.GetList - search string * Also makes "userID" argument optional. (Can give it nil) Fixed LZMA decompression size calc on 64bit
Yesterday
merge from premium_rebrand
Yesterday
Compile fix
Yesterday
merge from premium_rebrand
Yesterday
Tweaks, deleted old premium modal
Yesterday
Updating burstcloth constraints for industrial torch
Yesterday
Deleted some old assets Reserialized a bunch of menuui2 prefabs
Yesterday
Updated premium server browser tag
Yesterday
Broken tile prop set
Yesterday
Update fps_max_menu and nofocus logic a bit (and block them from Lua) Many minor merges from TF2 SDK * Fixed minor compile warnings, removed unused variables, etc. More minor changes Remove usages of FIELD_CLASSPTR 64bit saverestore fixes Windows SRCDS console changes * Do not call AllocConsole or SetWindowPos when Windows SRCDS is ran from the console exe Initialize GCudata::unused2 with 0 Added new optional argument to steamworks.GetList - search string * Also makes "userID" argument optional. (Can give it nil) Fixed LZMA decompression size calc on 64bit
Yesterday
more skin set balance
Yesterday
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Yesterday
RRP BillboardLight logic consistency fix with BRP
Yesterday
Swapped premium logo in main menu footer
Yesterday
Added UIBorder and UIRoundedCorners
Yesterday
Rebuilt the premium modal
Yesterday
SRCDS: Do not call SetWindowPos if within console app, apply SWP_NOMOVE
Yesterday
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Yesterday
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Yesterday
Full remake of the network analyser UI. Supports: - looking at a delta (last x seconds) - Pin/Compare snapshots side by side - Anomaly Highlighting (needs more work), highlights rows that are particularly expensive considering our bandwidth
Yesterday
50cal_animation_improvements -> main
Yesterday
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Yesterday
merge from main -> optimize_train_track_meshes
Yesterday
Remove another call to AllocConsole()
Yesterday
update apartment_complex_monument/prototype
Yesterday
merge from main -> apartment_complex_monument
Yesterday
Optim: Replace Physics.OverlapBox with Physics.CheckBox in BaseVehicle.VehicleFixedUpdate Saves allocating the results array, and should be cheaper as well Tests: none, trivial change
Yesterday
Allow toggling more than one gameobject based on ammo > 1
Yesterday
merge from fix_additional_projects_slnx -> main
Yesterday
Optim: get rid of string alloc in BaseCombatEntity.Hurt 1alloc/32b Tests: none, trivial change
Yesterday
Add horse triggers at front door of apartment to prevent people smuggling horses into their hotel rooms
Yesterday
Forgot the M16
Yesterday
female/light skin brightness balance pass
Yesterday
Better fix, make setting ammo_true false params its own option on the component
Yesterday
Merge: from main
Yesterday
Optim: SpawnGroup - SpawnInstances not returns a List instead of IEnumerable Allows to save on iterator allocation, 40b Tests: none, trivial change
Yesterday
Fixed crosshair popups regression from my recent generic popup changes
Yesterday
Optim: cache UpdateNetworkGroup invoke Saves 1 alloc/128b Tests: none, trivial change
Yesterday
Optim: cache PlayRadioChatter invoke Saves 1 alloc/128b Tests: none, trivial change
Yesterday
merge from spraycan_reskin_refactor
Yesterday
Quick fix for ammo_true and false params not being set on viewmodel component
Yesterday
Minor cleanup Move CanBuild check further down Fix spray fail response logging to console of the whole net group Remove rundant codelock parent field Disallow reskinning turrets if not authed Disallow reskinning Busy doors Prevent potential error when reskinning io with mismatched slot counts
Yesterday
male/light skin brightness balance pass
Yesterday
Optim: cache 2 invokes in Buoyancy.CheckSleepState Saves 2 allocs/256b Tests: none, trivial change
Yesterday
Intial setup for reload variants, shells visible in mag dependant on state (wip)