141,485 Commits over 4,383 Days - 1.35cph!

20 Minutes Ago
power consumption set to a tentative 5
25 Minutes Ago
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500 If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
30 Minutes Ago
adjust bounds, move io input, add dismount on unpowered
51 Minutes Ago
Bone armour female version update
1 Hour Ago
Bowless Crossbow - worldmodel and LODs
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
Defensive upgrade now adds +bonusSlots to actual crafting roll result. Default is +1
1 Hour Ago
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1 Hour Ago
Apartment stove FX & lighting prefab & related files. Perma-enable attached it to the prefab, for now.
1 Hour Ago
Bugfix: don't overwrite callstack depths for frame 0 with values for other frames when multiple frames are found Tests: ran Export2FramesTorn - it passes and looks correct-ish (same wrong offset as in Export2Frames)
1 Hour Ago
Bugfix(tests): fix invalid test logic in ExportExtraEnd2Frames - renamed ExportExtraEnd2Frames to Export2FramesTorn - added Export2Frames (shows invalid frame start - this is new) Tests: ran unit tests, failures where expected
1 Hour Ago
exported latest crossbow bowless viewmodel  anims and updated rig
1 Hour Ago
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1 Hour Ago
Fixing skinning for gingerbread man suit
1 Hour Ago
Added ItemModContainerArmorSlot to 90+ additional clothing items so they can receive slots exclusively from the defensive upgrade. (list will need sanity checking if we do take this route)
2 Hours Ago
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2 Hours Ago
Merge: from networkgrid_iterationspeed_changes - Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings) Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
2 Hours Ago
Fix croc diving and charging
2 Hours Ago
Update(tests): add ExportExtraEnd2Frames Test passes but looks incorrect Tests: ran unit tests
3 Hours Ago
Add support for CraftedWithDefensiveUpgradeOnly. Setup beenie hat item as a test.
3 Hours Ago
Bugfix: potentially support exporting profile of Recorder started inside a method and finished outside Need to write more tests to validate it works across frames - not confident about it. Tests: ran ExportExtraEnd - passes. ran all others - still valid
3 Hours Ago
enable screen edge fade on eyeAO materials
3 Hours Ago
computer station IO setup - no IO for static computer stations
3 Hours Ago
add toggle for refraction screen edge fade behavior
3 Hours Ago
Fix croc swim speed
3 Hours Ago
Remove unecessary double reset of croc swim depth, remove log spam in sense component
3 Hours Ago
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3 Hours Ago
Fix animals slowing down to a crawl when fleeing
3 Hours Ago
Update(tests): emit valid timestamps when running profile exporter tests Tests: confirmed seconds-scale ranges in perfetto
3 Hours Ago
Mannequin poses
4 Hours Ago
Fix a few shader compilation errors with rare variants
4 Hours Ago
Make mortar 3 functional: - swap out the script to allow for overriding behaviour. (empty for now) - hook up mortar shells as ammo - fix missing references for animator, ammo, fuse
4 Hours Ago
Bugfix: handle cases where main thread doesn't have any profiling marks Veeeeeeery unlikely event to happen, but should be supported Tests: ran ExportEmptyMainThread test - it now passes
4 Hours Ago
Fix animals looking behind unnaturally, bring back the fix from previous implementation
4 Hours Ago
added a bunch more boat layouts for testing
4 Hours Ago
Reduce guaranteed slots from defensive to 1
4 Hours Ago
New(tests): ProfileExporter unit tests Synthesizes basic profile streams and sees if it sucesfully exports them, without checking contents. Tests: ran tests, 2 fail. inspected some outputs of passing ones
4 Hours Ago
merge from render_pipeline_testing (reflection fix)
4 Hours Ago
fix vclouds not showing up in water reflections in BiRP
4 Hours Ago
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
4 Hours Ago
4 Hours Ago
Industrial Autoturret - Updated textures
4 Hours Ago
Fixing skinning for lumberjack hazmat
4 Hours Ago
New gesture animation polish pass
5 Days Ago
Simplify how we get Steam APIs * The new SteamAPI versions do not have the "api context" stuff anyway. * Deletes IGet::SteamRemoteStorage, SteamApps, SteamScreenshots, SteamUser, SteamFriends, SteamGameServer, ResetSteamAPIs Fixed another NPE crash with HLTV Fix some prediction errors with HL1 weapons * These weapons take too much effort Minor weapon prediction fixes * SLAM fixes * Minor Gravity Gun prediction fix (for holding right click) Re-multiply SWEP slot positions by 100 again * This is part of a hack that was removed, but mods are expecting this behavior now, so we restore the *100 part Update default spawnlists * Added Tool Gun world model to Garry's Mod spawnlist * Updated CS:S spawnlists - merged characters and weapons to "Counter-Strike" spawnlist New CS:S spawnlist to include ALL props from CS:S * Old "Map Props" spawnlist removed, add 2 new ones that contain all the models, one with the more useful ones, one with the less useful ones Merge PR to update default spawnlists Sort Browse => Games/Addons in spawnmenu using lowercase text * Fixes some models, such as W_AlyxGun appearing out of order Update 2 more spawnicons Fix combine dropship not flying away after deploying troops ILuaThreadedCall virtual destructor Updated spawnicons * Added spawnicons for most CS:S props, rerendered weapon icons to be brighter Apply a hack to hide toolsocclusion on MC:V maps Make some warnings use RED text * Bad lightmap extents on material, srcds_run warnings/errors Fix fallback skybox texture using non existent textures Fixed some potential crashes
5 Hours Ago
merge from waterwheel_deployable
5 Hours Ago
fix label of new io info on item
5 Hours Ago
Workbench level 2+3 loot panel assignment
5 Hours Ago
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