139,957 Commits over 4,505 Days - 1.29cph!

6 Hours Ago
salting the SculptFormat data with the entity ID to avoid collision with default data
6 Hours Ago
Merge from main
Today
Renamed Halloween Garland to Halloween String Lights and reran Mani
Today
merge from storepage_aug26
Today
Bar game branding power of two
Today
Bar games store page media
Only allow breaking connections from powerlines if you have building auth over the entity at the other end of the connection
Today
merge from storepage_aug26 (stone sculpture page done)
Today
Video fix
Today
Updating uzi rig with new model and adding world model rig
Today
Gave sculptures bullet penetration again, but on the right branch
Today
merge from main
Today
Stone sculpture media video
Today
given bullet penetration to sculptures, takes 20% off the damage
Today
bar games pack square images, still waiting on thumbnail
Today
Merge from main
Today
Merge from terrain_hole_mask_res_fix
Today
Fix terrain hole mask with resolution scaling changes
Today
merge from PlayerMaintainedMonuments
Today
Fix splash-2 sound definition error S2P Dome
Today
Avoiding assigning camera.depthTextureMode when not needed to reduce camera serialisation bump
Rin
Today
Merge from pooltable_dismount_kill_fix
Added some instructions to pool
FInal new darts ui fixes
Today
Move "loading saves" from GameSetup -> EditorPref - fixes having to re-save the scene or juggle the file in PlasticSCM every time someone else has saves enabled/disabled or has set a custom save file to load - stores in EditorPrefs per-scene - follows existing behavior: defaults to false unless enabled in the scene - adds toolbar button similar to the "Skip Domain Reload" button
Today
Update default nexus endpoint
Today
add dolly preview window in the dolly editor
Today
Finally fixed the deployable netting sounding like chainlink fence when struck
Today
workbench upgrade world models each workbench upgrade item has its own world model now instead of a burlap sack in some cases, i've created simplified versions of an upgrade so they visually make sense as a dropped item
Can connect wires to the new powerline IO even without building privilege
Today
Add vertical scrolling to the timeline
Today
Fixed "Spawn with toolgun" not respecting tool trace for props * Also fixed it not remembering prop skin and bodygroups r_visualizetraces 2 now visualizes hull trace sizes Try using a hull trace for "Can we reach ladder" check * This is meant to address the ability to attach to a HL2 ladder through certain walls with tiny gaps Minor cleanups Do a LoS trace when searching for ladder dismounts * Also clear all previous dismounts when searching for ladder dismounts, in case the ladder moved or something Fixed Lua error in main menu when unsubbing before menu init Apply crazy physics entity removal to movetype FLY(GRAVITY) entities * This fixes crossbow and SMG1 projectiles spamming warnings infinitely when they somehow fall outside of the map Improve "TWOPASS" brush rendering in shadow passes
Today
set up events to hide flare when thrown in 3p
Disable being able to swap heavy fuses from the power plant fuseboxes. Get zapped for trying
Today
elite, bradley and large wooden crate + variants now all have gibs. greatly improved the gibs on the basic crate and the visuals.
Today
Merge: from mt_snapshot_saving - Bugfix for exception when saving ApartmentRooms in Jobs 4 mode Tests: rented a room in Jobs 4 mode, verified with debugger that code was hit and no exception produced
Today
Bugfix: use transform handles when saving ApartmentRoom.GetDailyUpkeepCost in Jobs 4 mode Bypasses transform access which avoids tripping up on unity MT checks Tests: rented a room in Jobs 4 mode, had a breakpoint in the code - no exceptions
Today
merge from main
Today
merge from fix_reload_anim
Today
scaled masterkey in source, now proper size and rotation. zero'd out the .worldmodel prefab.
Today
merge from sculpt_admingui_fix
Today
Merge: from main
Basic spline setup for new stations
Today
Apply roll when switching from dolly view to editor
Today
Fix dof not showing up hi-res screenshots.
Today
Fix sandbox clone NRE
Today
merge from unixtimestamp_boundary_fix
Today
update from main
Today
Remove `mat_software_aa*` convars, since they don't do anything * Software AA system is locked to XBox 360 builds Make bone manipulations not hijack Lua SetRenderBounds * Bone manipulation still override regular render bounds, but now Lua Entity.SetRenderBounds will override that as well Enable dumpstringtables <table> to only print specific table Remove sv_dumpstringtables (unused) Implement some stringtable changes from CS:GO branch * Short dumpstringtables, Implement clientside string index search so ParticleEffect can just work with clientside-only precaches now, other self checks Make prop water level code apply to all animating entities (SENTs) Try to fix baseanimating overlays resetting on server join Merge Pull Requests * Optimizations for Vector:ToColor * Added math.Cot Remove cl_drawleaf (unused) * Not to be confused with r_drawleaf More Lua hook related optimizations * Similarly to stopping gamemode hooks from trying pointlessly read returned bool, do the same for SENTs, also fix some sent types not using pooled hook name strings while others do Some clientshadowmgr changes from CS:GO * To hopefully prevent potential crashes Fixed Lua errors when auto refreshing SWEPs with some addons Fixed alignment of textures in mat_texutre_list tiles Potential ToGL crash fixes for community shaders Cleanup: Removed 2 unused (C++) globals More hook return value optimizations * Stop reading those bools from Lua and then do nothing with them! This should be the last batch of them Make _rt_ResolvedFullFrameDepth use IMAGE_FORMAT_R32F Remove math.Cot * It's too simple of a function, shouldn't have included it in the first place Fixed Hammer crash when giving sprites a .mdl model Fixed a crash with removing npc_attackchopper effects Fixed a crash with removing func_fish_pool fish Fixed another decal related crash Fixed combine drop shop being able to remove players Merged Pull Requests * Micro optimizations for table lookups in Sandbox tools and TTT spawnpoint selection Fixed prop_effect in dupes having wrong bounds, causing weird icons Partially merge edict limit pull request + some other changes * Make the trails tool not play "success" animation when we failed to create the trail Fixed returning from PreDrawSkyBox causing area portal flickering Fixed more at entity limit crashes * Mostly NPCs and HL1 entities Merge remainder of Pull Request regarding "at edict limit" handling Micro optimization for prop_effect intialization (Pull Request)
Today
Fix clan leaderboard never refreshing after it loads once