193,823 Commits over 4,079 Days - 1.98cph!

12 Months Ago
Fixed manpad explosion vertex stream regression.
12 Months Ago
Freeze hot air balloons in the air while transfer protected so they don't fall into the ocean
12 Months Ago
Fixed MLRS air burst explosion streaks breaking with the new streak type.
12 Months Ago
proper setup on corrugated sheet kit
12 Months Ago
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12 Months Ago
Fixed argument exceptions in dictionary
12 Months Ago
Move packets per type from JSON to seperate CSV
12 Months Ago
Added range info to the seismic sensor item information panel UI
12 Months Ago
Rearrange the 2 default spawnlists to have props more logically grouped Do not try to render and save icons for models without meshes This mostly applies to character animation files. They will appear as "ERROR" models. Fixed auto generated spawnlists from mountable games disapparing on reload They were incorrectly having AppID and not the "folder" set as "needs app". Moved "Delete multiple" items in spawnmenu right to the bottom This is consistent with normal spawnicon right click item order. Fixed selecting text in spawnicon editor only working on second try Lost coast spawnicons & spawnlist Fixed crashes when deleting nav ladders Added some existing models to the Lamp Tool Added "content_descriptors" to steamworks.FileInfo result It is a table of possible values: "general_mature", "gore", "suggestive", "nudity", "adult_only", Rework Portal Rocket Turret targeting to make the SetTarget input work Do not prevent C_BaseAnimating entities from rendering if sequence = -1 Change Matrix memory management to match Vector/Angle This aims to fix stuttering when GCing lots of matrices, for example in rendering hooks. Hammer: Fixed "Point At" writing to "angles" instead of the selected KV Do not run animations on prop_prisoner_pod if its empty Apparently it has "high network usage". Do not fully disable the crosshair if player is dead This change will make the crosshair appear when spectating players in first person, or when flying around in spectate mode and cl_observercrosshair is set to 1 (default) Fixed a memory leak with serverlist.Query More updated spawnicons New spawnicon editor options Move speed customization, FOV precise control, camera position copy/paste SetCookieName support for DNumSlider, DCheckbox(Label) Added DAdjustableModelPanel:Get/SetMovementScale Spawnicons for HL2 models shipped with the game Fix citadel pods not advancing their animation force spawnlist file names to lower case Remaining spawnicons for HL2 props shipped with the game HL2:Episode 1 spawnicons FIxed Spawnicon Editor move speed not loading on open EP2 Spawnicons Updated spawnlists to include All HL2 base props shipped with the game This took way longer than expected. Also added Episode 1 and 2 spawnlists if they are mounted.
12 Months Ago
Added sv_npc_full_pvs_checks (Default to 1) Change "Filter" label on console to better represent what it does Make sure CL Lua entities are initialized before processing net messages Fixed a crash due to recent changes when net messages sent to client too early Rework player name retrieval for player disconnection chat message Fixes the message sometimes not appearing, due to the player object being gone too soon. Fix NPCs being sometimes blind due to recent changes Fixed a crash with Hammer Model Viewer and bad models Middle mouse click for DColorCube/Mixer to reset to convar defaults Adds DColorCube.Get/SetDefaultColor Adds DSlider:ResetToDefaultValue (Was previously exclusive to DNumSlider) Increase the limit of ManipulateBoneScale to 512 (from 32) Display SENT/SWEP usage info in spawnmenu tooltip https://files.facepunch.com/rubat/2024/May02-67-YearlyElk.png Fix the fix that fixes a fix relating to net messages and Lua ents clientside Minor cleanups Use ints, not shorts for leafs in map compile tools I think this affects VRAD only, fixes warnings/issues on some complex maps.
12 Months Ago
Fixed broken Rowboat prefab
12 Months Ago
Removed rubbish
12 Months Ago
Fixed broken rowboat prefab
12 Months Ago
Setup map marker update on invokerepeating rather than FixedUpdate
12 Months Ago
Reset the ObjectWorkQueue before it early exits when no work is present Don't serialize queues that did zero work in a frame
12 Months Ago
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12 Months Ago
master house interior progress
12 Months Ago
Implement ObjectWorkQueue profiling dumping to CSV Fix ObjectWorkQueue using full name instead of name of type Enable ObjectWorkQueue profiling by default
12 Months Ago
Added private activity functions util.GetActivityNameByID util.GetActivityIDByName util.GetAnimEventIDByName All are shared, including util.GetAnimEventNameByID Added host_workshop_autoupdate (defaults to 1) Set to 0 to disable dedicated server workshop auto updates. Ignore \n and \t in player names Remove white background from server browser filters/sort Strip certain unicode character groups from server & gamemode names It's mostly the obnoxious blocks Fixed env_blood color setting, and add new ones Also adjusted its FGD to unhide hidden settings and add the new blood colors More logical defaults for func_button in the fgd Fixed UTIL_BloodStream missing texture and blood color Fixed up missing materials of some of the detail.vbsp models Added missing textures for pefttest/grass_tuft models Default cl_detail_allow_vertex_lighting to 1 Added grass_swamp_001a/b models used in detail.vbsp Update detail.vbsp garrysmod-requests/issues/2351 Merged Pull Request TTT: Optimize ragdoll search network traffic + fix disconnected player networking Added sv_log_client_errors (defaults to 1) Above 0 = log clientside errors to 'clientside_errors.txt'. 0 = Log to console only. Below 0 = do not even print those errors on console. Fixed FSD-overrun-toy physics mesh & Reduced its size Limit certain old addon whitelist entries to old addons only Added "resource/overviews/*.txt" to BSP whitelist Fixed merge failure
12 Months Ago
merge from wire_slacking
12 Months Ago
Add `runtime_profiling_interval` to allow the flush interval to be changed (default 60s)
12 Months Ago
Fix #CLIENT compilation errors
12 Months Ago
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12 Months Ago
Updated Large Rubbish Skip Colliders Updated Large Rubbish Skip Textures and Materials
12 Months Ago
Merge main
12 Months Ago
handcuffs 3p setup - added initial anims, created override controller, set entity to use
12 Months Ago
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12 Months Ago
Notify seismic sensor when flame turrets are destroyed
12 Months Ago
Tweaked various explosives seismic vibration levels
12 Months Ago
Fixed thrown easter eggs and halloween candies notifying seismic sensors (they're secretly grenades)
12 Months Ago
Notify seismic sensor on helicopter explosions (both players and AI owned)
12 Months Ago
Gibs inherit model scale of scaled props Change clientside physobj scale to trigger from Activate() Fixed scaled props scaling collision bounds twice Added CLuaInterface::RegisterMetaTable
12 Months Ago
Fixes
12 Months Ago
exported blunderbus viewmodel anims
12 Months Ago
Explosive ammo iteration
12 Months Ago
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12 Months Ago
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12 Months Ago
Merge from main
12 Months Ago
merge from clamp_screen_shake
12 Months Ago
Added dumb fire scientist state. AI Arena now applies spawn position forward directions to scientists when spawned. AI Arena spawning now only uses active spawn locations. Added Scientist.Arena.DumbFire prefab Added Scientist.Arena.DumbFire.AIDesign Added Scientist.Arena.DumbFire.Loadout Updatea AIArena spawn prefab list with new arena scientist. AIArena scene update.
12 Months Ago
merge from water_purifier_pickup
12 Months Ago
merge from hackweek_renderlod_collapse
12 Months Ago
merge from toggle_inputs_chat
12 Months Ago
merge from nexus
12 Months Ago
merge from launch_site_lod_culling_fixes
12 Months Ago
Ensure collapsed renderers can still register with occlusion culling
12 Months Ago
Server compile fix
12 Months Ago
Added client.clampScreenShake convar (defaults to on) Adds a dampening pass to our dynamic screen shake, reducing the maximum amount of screen shake in intense situations while still maintaining some camera movement Should only be noticeable when there are multiple forms of screen shake input occuring, single instances rarely get above the threshold