138,488 Commits over 4,474 Days - 1.29cph!

30 Days Ago
small backpack prefab and material setup
30 Days Ago
Speculative fix for players not consistently being teleported into the deep sea - grab list of players before PreTeleportEntity() so they are guarenteed to have PostTeleportEntity() called if they unparent when going to sleep before transition
30 Days Ago
Fix elevator not showing the top floor in the radial menu because the top floor doesn't contain itself inside the list of floors
30 Days Ago
Update phrases
30 Days Ago
Change phrase name for apartment breaking in
30 Days Ago
FlexElements allow negative gaps
30 Days Ago
Monument info popup baseline
30 Days Ago
Set display floor number for basement elevator
30 Days Ago
Set floor display numbers in the apartment elevator shaft
30 Days Ago
Add support for elevators to override the display value for their floor number - still uses indexes to navigate floors but will show "Floor 3" or "Penthouse"
30 Days Ago
Ridable horse prefab
30 Days Ago
Add icons for elevator floors
30 Days Ago
FPV Goggles - More attempts at getting it to show up (not working) (this is a continuation of the hackweek project)
30 Days Ago
update apartment_complex_monument/prototype
30 Days Ago
Update test lists
30 Days Ago
merge from prototype -> apartment_complex_monument
30 Days Ago
merge from main -> apartment_complex_monument
30 Days Ago
merge from lockpick -> apartment_complex_monument/prototype
30 Days Ago
merge from cannon_mortar_subsystems
30 Days Ago
Add Play() to child animators, fix mortar desync from spamming, fix animation handle copies never being disposed
30 Days Ago
Glowing wallpapers - texture updates
30 Days Ago
Lighting prefab
30 Days Ago
merge from fix_server_browser_compression/http_clien -> main
30 Days Ago
Rename StagedResourceEntityInfo component to StagedDestructionEntityInfo Change serialized collision mesh references on StagedResourceEntity and StagedDestructionEntityInfo stages to arrays so we can swap out multiple colliders between stages Update all existing resource entities so collision meshes are held in the new arrays instead Update collapse blocker to correctly swap out its colliders at each stage
30 Days Ago
Update(tests): amend BatchWaterLevels and SerialWaterLevels to support variety of query counts Existing 10k test is a bit unrealistic (even if shows nice improvement) Tests: ran perf tests
30 Days Ago
Loot ground scatter now has additional checks
30 Days Ago
Added reverb zones to complex_b and damaged_wing
30 Days Ago
Remove specific WINVER targets for Windows builds * Was 501 (WinXP) for 32bit builds, and 601 for 64bit builds, now should default to Win10 target * Fixes Hammer not building due to usage of DPI functions
30 Days Ago
FPV Goggles - Initial prefab setup, added placeholder model, ran manifest, added localization, mesh not visible on player yet
30 Days Ago
Switch BannedServers over to the shared HttpClient too (even though it's not frequently called)
30 Days Ago
Lighting prefab. Exit sign layer shift to stop it from being reflection probed.
30 Days Ago
SatellitePendingCrashSite prefab fixes
30 Days Ago
Fix compile error after merge
30 Days Ago
vending_stats_crash_fix -> main
30 Days Ago
vending_stats_page_fix -> main
30 Days Ago
merge from main -> fix_server_browser_compression/http_client
30 Days Ago
- Remove some test code in for disk - Add using statements
30 Days Ago
Fix foliage rendering with camera motion blur
30 Days Ago
apartment complex HLOD and S2P some material saves
30 Days Ago
Metas doing my head in
30 Days Ago
placed new decals in core and wing of apartment building
30 Days Ago
monument blockers -- vent: added second material, added & set up collapse entity, re-exported and renamed all the model parts
30 Days Ago
Hammer DPI scaling improvements KeyValuesToTablePreserveOrder further tweak * Do not turn 0 to 1 key if there's only 1 key Fixed Hammer Entity KeyValue names drawing over the second column Implement partial prediction latch resets from TF2 SDK/CS:GO * Makes prediction errors with weapons not reset every predictable variable, causing player position jolt. This is what HL2DM does now. Make player health non predictable * This makes sense, right? No other health/armor related variable is predicted, and you can't really predict health changes since they come from serverside only events. Fixed status bar scaling in Hammer Minor cleanups Fix ammo/net library not resetting serverside on disconnect Added cyclic reference test to net.WriteTable and util.TableToKeyValues Implemented chained command auto complete (Community Contribution) Minor compile warning fixes Fix OSX compile Minor cleanup Fixed 64bit studiomdl crashing due to recent changes
30 Days Ago
Fix the vending stats page from crashing in certain cases. Stats code was double freeing pooled data
30 Days Ago
Fixed discord signout button showing under the social menu
30 Days Ago
- Updated subsystem with bespoke animator - Removed holdtype controllers - Updated entity
30 Days Ago
main -> game_room_dlc
30 Days Ago
set of projected decals graffiti for the apartment complex interior areas
30 Days Ago
Communal area core LODs/mesh fixes/baked LODs/COL and prefabs
30 Days Ago
Cache the button attribute lookup on AnimationSubSystems editor, improves some GC while inspecting sub systems at runtime (but performance is still terrible for some reason) Fixed telephone using wrong player animation Fix phone handle alignment with r_prop Converted deployable telephone to MeshLOD, removed an array of transforms from the component and 15kb from the prefab