201,233 Commits over 4,171 Days - 2.01cph!

47 Minutes Ago
Fix layer of hexagon tile collider
Ensure prioritising premium will cancel currently running query the same as the cache does
Ensure 'prioritise premium' works on community servers
Fix issues with the friends name not showing if theres only 1 on another server
Ensure cancel button works correctly on the browser
Force 'applyfilters' after any kind of refresh
Invert players search
check for 'no servers' after tying in the search bar so the icon doesnt popup all the time
Remove testing force code
Better map screens Seperate off new material Bunch of methods from regular in game map
Today
merge from main
Today
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Today
merge from steamcrafting_fixes
Today
merge from invis_overlay_quality_fix
Today
merge from fix_nametags_terrain_holes
Today
merge from ban_notifications_fix
Today
merge from new_menu2
Today
merge from tutorial_video_fix_3
Today
merge from scene_warmup_fixes
Today
Fix ChocolateEgg_COL and snow_pile_3x6_LOD2 not having read/write enabled
Today
Fix hexagon tiles using LOD0 mesh as their collider Mark LOD3 as read/write enabled
Today
Add some more null checks to BikeVehicleAudio
Today
Fix range_terrain_slope collider missing read/write
Today
Fix bank vault missing read/write on colliders (LOD3 meshes)
naval_update -> scientist_rhib
Today
Fix prefabs in assets/scenes/release and assets/scripts not packed for custom maps to use
main -> naval_update
Use a relatively small render texture for display Seems to work in most cases (since the video is transcoded)
Try just bundling the video and play it that way (its very small 2MB~), so should be very low impact
Today
Mark coat_hanger collision meshes as read/write
Never destroy the currently displayed texture on the loading screen Only free old textures after we have loaded new ones
Today
Prevent fall damage sfx playing when in debug.invis
Today
Cozy Beanbag Seat - Updated textures and materials, updated WIP gibs
Today
z data error
Today
merge from main
Today
Make ClientsideModel able to be hit by clientside only traces * When using physics. Collision bounds must be set manually if model changes. Merged Pull Requests * TTT: Updated Turkish localization (Community Contribution) * Main menu: Make check box labels clickable (Community Contribution) * TTT: Set Attacker and Inflictor to usages of SWEP:FireBullets (Community Contribution)
Yesterday
properly attach egg to hands during animations
Yesterday
main -> new_menu2
Yesterday
Fix ban notifications not coming in
Yesterday
Disabled mip map limits on cannot_see_icon to fix low resolution debug.invis icon overlay when using low graphics settings
Yesterday
Update: shaping up SendEntityUpdates, not complete I'll need to refactor out sending logic from parallel server occlusion, and reuse some previous results, but at this point the direction is clear Tests: compiles in editor
Yesterday
Fix tugboat, scraptranspoheli light lods -> dynamic
Yesterday
MsgC no longer outputs empty strings when first arg is a color Update launcher_main.rc - fix version Added NPC:BecomeRagdoll Same as Nextbot:BecomeRagdoll Added NPC:SetForceCrouch Allows force crouching Citizens and combine soldiers. Added new commands to studiomdl.exe $maxverts, $phyname, $internalname, $qcassert, $lcaseallsequences, $defaultfadein, $defaultfadeout More StudioMDL.exe commands Added $appendsource, $redefineattachment Added $skinnedLODs for StudioMDL Update StudioMDL usage info when given no parameters Added previously unmentioned command line options, dump supported .qc command list. StudioMdl metadata & icon VRAD: Added `-SunSamplesAreaLight` (Community Contribution) HLMV improvements Fixed crashes when doing stuff without a model selected When a material is missing, include the missing material name in "VMTs loaded" section HLMV: Fixed extremely slow screenshot performance * Images are now saved as .bmp instead of .tga More HLMV crash fixes with no model HLMV: Change Shader display to a read only text entry HLMV: Display selected material in a text box so it can be copied Limit static prop counts to save values for now Fixed regression in gmod_camera
Yesterday
WIP on farm barge
Yesterday
Update protobuf deserialization of navdata
Yesterday
add bootleg ambient boost gradient to see if we can get some more ambient light at 7 am
Yesterday
fix clouds null ref outside play mode (introduced with demo timescale fix)
Yesterday
Fix compile errors
Yesterday
Fix query vis job runner not ignoring terrain holes.