193,212 Commits over 4,049 Days - 1.99cph!
set dressing push on jungle ruins monuments - S2P
made the slidejump decal more visible in texture tweak
rope ladder more visible
Fix Bugbait and Gravity Gun reporting 0 as Clip1/2
Make SLAM consistent with weapon_frag
Use primary ammo type instead of secondary ammo type.
Move crossbow effects clientside
Fixed sparks only playing for non local clients
Fixed crossbow load glow appearing on view model when using built-in third person mode
weapon_crossbow handles addons setting its clip to 1
Updated TTT (Community Contributions)
* Adds FCVAR_NOTIFY to various ConVars
* If voice drain is enabled, it will not be applied to admins anymore by default
* Changes some text used in the main menu "New Game" section
* Allows Innocents to pick-up dropped Detective hats by default
* Adds an option to disable the Karma system via the main menu "New Game" hosting
* fix players sometimes being revealed as dead when they chat/voicechat right as they die (again)
Fix regression with Creator tool
Fix scanners creating console warnings on spawnmenu spawn
resource.AddFile does not add .jpg for .mdl files
Fixed crashes when SubRect materials is used on a brush
Add ability to put background behind console notify text
Increase contimes to 12 by default
Added con_bgalpha and con_border
Added con_bgalpha/border to blocked convars
Fixed typo in Extra console dropdown
Fix white-on-white text color for pressed-in DMenuOptions
Minor cleanup
Fixed DTextEntry autocomplete clicks not functioning
Try to prevent infinite loops when firing bullets from OnTakeDamage
There was a weird behavior with it applying the first bullet's damage over and over again if using Entity.FireBullets from EntityTakeDamage
Reveamp scoreboard player volume scroller thing
So it's more obvious that you can scroll
https://files.facepunch.com/rubat/2025/April07-1255-ValuableGemsbok.png
Fixed NPE server crash to do with removed NPCs in NPC squads
Fixed spawning NPCs with creator tool not randomizing weapons
Now fully respects the "NPC Weapon" setting in spawnmenu.
Update: GamePhysics.OverlapCapsules and OverlapSpheres now check for invalid commands and report errros
Tests: unit tests
Industrial Light Refresh
-Model
-Textures
-Placeholder Prefabs.
jungle_update -> boomerang
set up vine swing viewmodel prefab with rig. removed vine swing idle from anim.controller as it wasn't needed and exported first pass vine swing animations.
Clean: added a comment expanding the reason for previous test
Tests: none, trivial change
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Added placeholder Schizolobium tree, placeholder billboard set up, mats and textures
wip movement before repositioning
jungle_ruins_e - raised terrain trigger volume higher above terrain
jungle ruins steel gate - made collision more accurate
S2P
removed duplicated sound for obsidian bone knfie but duplicated effects from bone knife and now 1p sounds work
Merge from env_volume_performance_testing
enabled r/w on jungle earth pit collision mesh
ziggurat scene - tweaked env volume terrain trigger space above terrain - S2P
jungle bamboo scaffolds now use LOD1 as starting LOD
Simplified the stencil buffers for the spatial environment volume shader passes, as they work differently now due to the volume transition changes
slight edit to tiger ledge attack anim
Possible fix for AnimationFlagHandler NRE
re exported tiger sleep idle and end anims so paws come through correctly
Realigned ladder collider on vine tree, possibly fixing rubber banding when climbing
Adding prevent movement volume to zigg gate prefab to fix kick
removed renderer batch scripts from bamboo scaffoldings - re-exported meshes, no other channels than vcol were used
progress on underwater effect scattering+extinction matching water surface, based on water body camera is currently within
works with river biome blends
still need to lerp parameter changes (like when going from river into ocean)
Fix demo recording by allowing Position to be set on NetRead/NetWrite
Merge from protobuf_fixes
Fix protobuf codegen generating invalid data for large protos (maps)
main -> vending_machine_fridge
Subtract vending_machine_fridge for now
118770
Subtract the correct one this time
Minor optimisations to SirenLight - replaced it's Update loop with an Invoke
Fixed BindSubsurfaceProfile MaterialPropertyBlock overwriting the property block of the renderer it modifies
Fixed players briefly sticking to tree if they were climbing while the tree was destroyed
Double vine swinging tree health
set up lake interior meshes + interior shader variant for lakes
More prefab setup for new mesh collider, X marker minigame mostly working (decal not rendering in a few spots)