139,376 Commits over 4,352 Days - 1.33cph!

Yesterday
Cull the third person attachment at 10m
Yesterday
Convert remaining attachments to prefab variants
Yesterday
Spawn attachments in 3rd person Turn off burst cloth for now Start converting all attachments into a single prefab variant for easier management long term
2 Days Ago
Remaining lights.
2 Days Ago
Update DLLs with latest W11 fix
2 Days Ago
Merge from main
2 Days Ago
Remove accidental include
2 Days Ago
Possible fix for deep sea planters erroring when deep sea is closing Force spawn all deep sea static farm planters when deep sea finishes opening, don't allow any respawns while the deep sea manager is busy
2 Days Ago
Merge from priv_softcore_nre_fix
2 Days Ago
Possible fix for GetBuildingPrivilege client softcore NRE
2 Days Ago
Merge from main No conflicts!
2 Days Ago
Fix 64bit HLMV Fix a crash with improper usage of prop_ragdoll Fix physgun glow rendering in buildcubemaps * Just a dumb fix. Applied some more changes like not drawing physgun glow if player is invisible Fix potential crashing issues with GetModelMeshes Reset firing delay on weapon holster while in reload animation * So pulling out 357 or crossbow after starting reload doesn't lock you out of doing anything with the weapon for the duration of reload Fix animation canceling with the RPG reload * You can no longer holster and redeploy to bypass the reload animation after firing Minor cleanups Remove duplicate voice_scale from the blocked list Apply some clientleafsystem index checks from TF2 SDK Remove explosion sound from Emitter's underwater explosion Minor changes to util.SpriteTrail * No entity leakage on Lua error
2 Days Ago
sunken /combat knife updates (now we have orientation model changes from main) - updated 3p combat anims with new prop orientation - removed entity offsets - set to follow r_prop instead of r_hand - updated holster positions
2 Days Ago
▌ ▊▊▇▇▅▉▉ ▊▋▋▍▅▆▋▋▉▉▌▋▊▌▉▊▆▇▄ ▌▆▋▌ ▉▆▊▅▄▆▍▇ ▇▍ ▌▇▊▊▉▍▌ ▌▍▋█▊█▊▍▅ ▄▄▄▅▋▇▍▍ ▆▋▉▄▊█▊▆█▌▋ ▉▍▄▋█ ▆▄▆▄
2 Days Ago
▇ ▇▍▅▍▇▄▄ ▉▇▄▆█ ▋▄ ▅▅▍▌▇▉▊▇▇▅▋
2 Days Ago
▋ ▄▆▍██▊▉ █▍▆█▋▅▇█ ▋▇▋▍█▇▅▍ ▄▄▇▉▊▅▄▍█▉█▄▉ ▉▍▆▇▇▅▇▉▋ ▆▋ ▊▊▉▉▅▄▆█ ▌▇▌▇▄▄▌▆▍▇▍▅▊▇▌ ▅▇▉▊▄ ▆▌▇▇▋ ▉▍ ▍▊▉▌▇ ▇▄▅▆▋▉▅▆█▍ █▆▋▅▅▆▋▇▅▊█ ▅▆▄▍█ ▉▉▅▌
2 Days Ago
Aniso setting fix
2 Days Ago
Various light fixture stuff.
2 Days Ago
Saloon kick updates - Updated player animator with correct anims - Added anim events
2 Days Ago
Top bleed fix.
2 Days Ago
Scene backup. Light prefab optimizations and tweaks.
2 Days Ago
added offsets to the refresh salvaged axe mesh in entity and world model prefabs to match the original
2 Days Ago
Bunny Suit Texture delete
2 Days Ago
Bunny Suit Material and Texture Fixes
2 Days Ago
Lighting stuff.
2 Days Ago
Added a button to toggle open/closed the command list
2 Days Ago
▆▄▉▋▊█ ▌▉█▅▊▊▆ ▊▉▉▊█▅ ▊▆█▅ ▉▋ ▊▋▊▄ ▌▆▊▋▍▅▍ ▋▅▌ ▊▍▊█▊▍▊ ▅█▆▉ ▋▋▋▅ █▋▌ ▍▄▍▋ ▅█▊▍▍▍
2 Days Ago
Fix command.GetOverride() NRE when populating the command list
2 Days Ago
Light scene & related files.
2 Days Ago
Fix creative.freebuild (setting grades) breaking with the boat building plan
2 Days Ago
Fix 64bit builds of HLMV
2 Days Ago
Apply name restrictions to concommand.Add * It's the same name restrictions as CreateConVar, so probably fine? Let's try removing Language system from dedicated servers Minor cleanup Do not check toolmode_allow convars for Utilities menu Clarify what "Max Ragdolls" server setting is Stop soundpatches on entity removal And also prevent soundpatches from playing with invalid entities. Spawnmenu calls CanTool clientside to mark server-disabled tools * This is an experiment which may end up error prone, but let's try it. The intent is to show in the spawnmenu UI when a server (or an addon) has disabled a particular tool. Implement drag'n'drop for HLMV * You can now just drag a .mdl onto the app to open it Minor cleanups Update AppID for CS:GO to use the new one Fix normals on balloon_classic LODs and camera.mdl LOD 3 Ship a fixed tri1x1.mdl * Fixed normals, fixed extra weird mesh Fixed some spawn crashes with some entities gmad.exe no longer overwrites existing files More model data validations Fix CreateLinkController leaking entities if misused Implement Combine APC aiming for players * I had this code laying around unfinished, and now its finished. * Also respect EnableGun for players only Lets try undoing changes to UTIL_PrecacheOther * I wonder if this causes ents.Iterator nulls Block mat_texture_list_txlod_sync just in case Fix "invalid format PHY" for old model formats Fix ents.Iterator getting NULLs again Limit Colour tool inputs to valid range
2 Days Ago
Fix ents.Iterator getting NULLs again Limit Colour tool inputs to valid range
3 Days Ago
thicker/detailed window frames to match apartments around
3 Days Ago
removed introduced allocations
3 Days Ago
moved frameNo+serverTs to NetWrite (main thread set)
3 Days Ago
merge from main
3 Days Ago
pushing scene before merge
3 Days Ago
updated steam id on crypt building skin
3 Days Ago
merge from main
3 Days Ago
merge from main
Rin
3 Days Ago
merge from static_bbs_magnet_fix
Rin
3 Days Ago
merge from bbq_fix_lod_emission
Rin
3 Days Ago
merge from vendingmachine_deploy_fix
Rin
3 Days Ago
merge from fueltank_fix
Rin
3 Days Ago
merge from shipping_containers_optimizations
3 Days Ago
Add highlighted search through the convars (just like settings search)
3 Days Ago
work around RT size mismatch in BiRP water wrapper
3 Days Ago
▅▄▆▅ ▅▄▊▇▄▆ ▌▌▄ ▌▅▄▍█▊ ▄▍▍▉█▋█ ▊▊▊▋▆█▋▊▍ ▍▉█▄▇▇▅▌▆█▊▌▍ ▆▇▄▆▌█▄▆█▋█▊█▍ ▋▇▍█▄▇▌▆▉█▇▆▋▌▅▇▍▅▊▊█▆▊▍▉▇▊▋▉▋▄█▍▇▇█ ▆▄▉█▅▄▌▉▍▊
3 Days Ago
- Fix console not pushing logs after inputting - FIx autocomplete command list flex snapping at random intervals - Expose current override value rather than default value