138,911 Commits over 4,352 Days - 1.33cph!

9 Minutes Ago
Modified MidiJack plugin to only ever open one MIDI device at a time, possibly works around new win 11 midi driver issues
17 Minutes Ago
Fixed large planter not deployable on boats
1 Hour Ago
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1 Hour Ago
Override terrain texture globals with nearest deepsea island
2 Hours Ago
Added simple IK solver, allow us to lean and shift the pelvis on slopes without going full crazy with LegsAnimator Increased the speed at which we align with the ground, feels better and seems to help reduce collision damage at high speeds
3 Hours Ago
- Swap SendModelState over to a dirty system. Only update if dirty instead of every tick. - Included properly in save/load for players joining network range SendModelState was running every player tick. This was using 54 bytes per player per tick. The player was wastefully saving/loading this information as well (but not all of it, only some of it) This was also expensive ms wise on the server - this will cut it back
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Merge from main
5 Hours Ago
Use Vector3.Distance instead of BaseEntity.Distance as distance is a closer match to the previous behaviour for crossbreeding
5 Hours Ago
fix EmissionToggle with indirect instancing
5 Hours Ago
fix EmissionScaledByLight with indirect instancing
5 Hours Ago
Update the rest of the codebase (where applicable) to use the shared HttpClient over their own separate instances - analytics - rust+ - nexus - store Only difference is it supplies a user agent & supports compression
5 Hours Ago
Another artifical temperature safety check
5 Hours Ago
Point the serverlist to the new HttpClient
5 Hours Ago
Create single shared HttpClient inside WebUtil
6 Hours Ago
Animation tweaks pass, added slight body lean when turning Fixed wheel collider having some weird residual angular velocity
6 Hours Ago
Raise launch site so its terrain has room to be lowered into the hole (added Tools/Terrain/Raise Terrain for this) Added an option to SceneToPrefab which automatically lowers the heightmap inside of terrain holes to where colliders are SceneToPrefab will save the heightmap as a separate asset that only the prefab references
manifest_size_optimizations -> server_browser_optimizations
fix_server_browser_compression -> server_browser_optimizations (2)
fix_server_browser_compression -> server_browser_optimizations
server_side_list_filters -> server_browser_optimizations
Today
Empty servers are now excluded from the API response rather than filtered out by the client
Today
Compile fix
Today
Include tree_deciduous_card_01.mdl with the extra skin * Fixes some visual inconsistencies on HL2 maps Implement Panel:Clear for DPropertySheet/DCollapsibleCategory * DPropertySheet will clear all tabs and their associated panels (and calls OnActiveTabChanged with nil as new panel) * DCollapsibleCategory will avoid clearing its header, deletes everything else * DPropertySheet:CloseTab now also calls OnActiveTabChanged Flip order of operations for model matrix mult of DrawSkinned * Should fix angles affecting position 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.
Today
Cannon anim update and blend fix
Today
Fix divesites spawning under boats
Today
Updated meshes, previous meshes were exported with Embeded media turned on and were huge in size.
Today
apartment lights prefab updates
Today
merge from boxes_dlc
Today
merge from boxes_resource_refactor missing commit message: "refactored box resources for better GC and consistency over network save/load"
Today
Add command to refresh server list manually (for testing download)
Today
Fix seed not being applied to weather preset selection/order correctly
Today
Clean: simplify TestNoClipConsistency unit test Tests: ran updated unit test
Today
merge from main
Swap logic check round for the cache isOn
Try/Catch instead of just rawdogging it
- Grab banned servers only when cache is set to false - Seperate banned servers into its own class seperate from the manifest - Wire a nice await before refreshing currently opened brwoser into the server browser page
Today
culling mode set to animate all on salvaged axe viewmodel prefab
Today
Fix missing compression headers from ServerList HttpClient - allows serverlist to download in gzip as intended
Today
Fix animals and naval scientists only fleeing or being passive
Created a small physics engine for Pool - Uses ball and line intersection - Cheap - Data based structure so we can thread it/run on native Still lots to implement. Working proof of concept
Today
Fix path not logging to vddraw, fix animals always fleeing
Today
Phrase update
Today
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
Today
Merge: from spectate_stay_after_dc - Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2 Tests: spectated disconnecting server
Today
Bugfix: ServerOcclusionParallel(Jobs 2) - when spectator is hovering in a net group cell, use that cell's occlusion group As the spectated player disconnected, we would stop populating the occlusion results cache, thus leaving spectator in a frozen-world state Tests: on craggy with Jobs 2 - spectated a player that disconnected, was able to see them sleep. Did same from outside network range.
Today
Fix animals running in circles
Today
Fixed some potential crashes Clear _rt_Camera texture to black on disconnect Clear water reflection/refraction textures when unused Ship fixed door models * Door03_Slotted - fixed skins not working, fixed opening animations not always playing correctly, added ep1 hardware type, fixed pushbar lighting * Door03 (Ep1) - added rusted texture skin from Door01 (fits the window cutout) * Door01 - added ep1 hardware type, fixed pushbar lighting Ship fixed Skin13 & 14 for doors * Fixed handlebar textures for both Merge PR: Toolgun trace not hitting parented props re-fix Fixed a crash to do with HTLV Fix potential crash issue with rope rendering Implement pistol empty holster * Fixes the model having empty and non empty holster anim being tied to the same activity Remove the while loop from DModelPanel render * Added surface.GetScissorRect (Faster than surface.GetPanelPaintState) - returns enabled, left, top, right, bottom Merged Pull Requests * weapon_fists sets damage position * Make closedcaptions fonts anti aliased Fix missing font CloseCaption_Small Implement vendor specific shadow depth format test for Intel Allow solid triggers to touch triggers * Allows loose weapons and ammo entities touch remove/teleport triggers, etc. Unhide r_particle_timescale Make effects.BubbleTrail not turn start/end pos into mins/maxs Add a temp hack for missing surface.GetScissorRect