140,537 Commits over 4,352 Days - 1.35cph!

10 Days Ago
Fix "Unlocked" button appearing clickable
10 Days Ago
More ent_create NPE crash fixes vgui_slideshow_display refuses to scan invalid folders for slides Delete a few more "test" concommands * This includes collision_test, kdtree_test, voxeltree_view, voxeltree_playerview, voxeltree_box, voxeltree_sphere Add 2 new parameters to VRAD * `-LeafAmbientSampleReduction` and `-AmbientFromLeafCenters` Lets try rebuilding ambient cube indexes for when there are >65536 of em Lets try making singleplayer always select first spawnpoint * This mimics Half-LIfe 2/Portal 1 behavior. so you don't spawn on spawnpoints meant for testing during map development Fixed crashes with SavePresets Fixed decal related crashes with static props * For "clipped vertices" (whatever that means) it would crash, so we prevent that Make template spawned entities be removed if they are not NPCs * This is for NPCMaker entities, when given invalid entity classes to spawn (i.e. not NPC classes), it will now also remove the non NPC entity after spawning it, so they don't fill up the server Do not assign client-only color_correction entities serverside * This fixes map cleanups applying color correction that is not applied when just starting the map
10 Days Ago
fix missing shader referene
10 Days Ago
Clean up and format the whole file a bit, it was a mess No functional changes
10 Days Ago
Set up small hunting trophy with updated rig (still not working though)
10 Days Ago
easier deployment on sloped river banks, improve river checking
10 Days Ago
Office light file tweaks & setup.
10 Days Ago
fixed 3p cake offset
10 Days Ago
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10 Days Ago
Optim: FPTask.Run is now 0 allocs Using reflection, manually invoke internals while sneaking in our cached callback Tests: ran unit test
10 Days Ago
10 Days Ago
Merge from improved_network_groups/variable_cell_size
10 Days Ago
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10 Days Ago
Work scene backup
10 Days Ago
10 Days Ago
exported edited batteringram, generic and minicopter 3p anims and updated mincopter/scrapheli/attack heli hand/foot ik targets in their entities/prefab
10 Days Ago
added an alt version of the big button so they can be coloured.
10 Days Ago
easter wip wallpaper textures, icons
10 Days Ago
Wood tilable texture update
10 Days Ago
Kitchen Modular Kit updates
10 Days Ago
Add support for different entity ranges per entity Internally the overworld now has three overlapping network group grids with different cell sizes Players subscribe to all layers with different radii Entities can be configured with a preference for which network layer to place them on
10 Days Ago
Icons are now processed through the backend instead of through the editor
10 Days Ago
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10 Days Ago
Merge from hab_altimeter
10 Days Ago
Collision fixes, cannot mount from non-open side, stop wheels from generating power in ocean and lakes
10 Days Ago
ao resize
10 Days Ago
Update: add UniTask for evaluation In simle case only has 1 alloc that's not pooled, same as FPTask - will try to solve it locally first Tests: ran unit test
10 Days Ago
FIx isStopped incorrectly clearing path, path is cleared on disable instead
10 Days Ago
Merge from hab_altimeter
10 Days Ago
Hooked up needle LODS to calc. Invert calc and change axis to work with art.
10 Days Ago
merge from easter2026_dlc - bunny costume, rustige egg, 2 wallpapers
10 Days Ago
Fix potential nullref in SetDestination Fix updateRotation not being used properly Use private members instead of getters internally, to avoid unwanted redirection Fixe Move not using correct navarea for raycast and sample
10 Days Ago
Merge from main
10 Days Ago
Better keep state of unity navmesh agent and custom navmesh agent in sync, fix offset being applied twice
10 Days Ago
Fix set path earlying out incorrectly when called from SetDestination
10 Days Ago
Use cleaner getter for agent
10 Days Ago
Fix path follower ticking twice per frame in editor
10 Days Ago
hab altimeter worldmodel lods, materials and textures
10 Days Ago
edited motor/pedal bikes ik hand/feet positions
10 Days Ago
Update: basic FPTask + dumb single task scheduler This gives us 1 alloc/40bytes per task baseline, but with a bit of hacking I think can bring it to 0 Tests: ran unit test
10 Days Ago
set up salvaged axe skinnable and tested on workshop
10 Days Ago
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10 Days Ago
Updating mortar biped rig
10 Days Ago
Ensure added bones in NVGM scientist prefab are restored before pooling, fixes NRE when downed
10 Days Ago
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10 Days Ago
progress on vpaint, facade set dressing
10 Days Ago
Added Salvaged Axe Workshop Source OBJ
10 Days Ago
Refactor of TerrainMeta and TerrainExtensions with swappable terrain/terrain renderer using ConVar or in editor view (WIP) Changed keyword to _GEO_CLIPMAP and made shader feature Added geoclip material to terrain config Terrain mesh colliider with terrain holes functionality
10 Days Ago
Prevent path leaking when agent is destroyed