161,290 Commits over 4,597 Days - 1.46cph!

Today
Sort rooms per-floor to speed up the execution time - 0.1ms -> <0.02ms / frame (only when in network range of apartment building) is very acceptable
Today
Merge from prefab_hierarchy_flatten
Today
Fix placing / destroying doors refreshing all doors on the server instead of only the door that was modified
Today
Buildfix: stop QA island modifying splats because of saving with active paint mode Was mutating the splat textures, erroring out unity's content dir build determenism checks Tests: ran content dir - server build, passed
Today
Add \n for SDL_Init failed message Make hl2.sh work with Dash and Bash, not just Bash file.AsyncRead calls the callback on early failure Don't force validate game if `+developer` is in the command line
Today
Fix entities placed in scene missing preprocessing Fix boat building in editor with flattening enabled
Today
Fixed a couple command line params not functioning correctly * -basedir, -condebug_filename, -pidfile on failure Minor cleanup Build VRAD for Linux * This commit removes `-sky` and `-coring` parameters from VRAD which set values that are never used during map compilation Cleanup some unused engine stuff Fixed autosaves making console warnings Fixed dropship container taking double damage due to double curtime Add m_hHackTarget to SetSaveValue whitelist Add "32-bit" label to 32 bit game client Fixed gmod_linux not being published to Steam (oopsie)
Fixed mags staying invisible after swapping weapons mid reload - Reload clips hide the mag with a HideLods event and show it again later in the clip, so holstering before that point left the mag's renderers disabled on the pooled viewmodel
Fixed the biofuel generator snapping to the wrong spot in corners with advanced snapping - Corner snap now subtracts the bounds centre offset, like the wall snap already does
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Fix rotation tilt on viewmodel barrel attachment mods Fix muzzle flash points on third person worldmodel Remove mod compatibility for 8x scope and burst module
Today
Adding L85A1 blockout
Today
Optimize apartment culling - cache transform - early exit rooms that were already hidden
Today
merge from main -> base_occlusion
Today
Further tweaks to uzi drop in hackable crates, avoid it spawning "on top" of the other guns, slightly cut bolty and lr weight to limit dilution Keep elite crate and underwater lab crate spawn the same but have it come with some ammo
Today
merge from storepage_oct26
Today
Scrap king page media
Today
merging tattoo gun textures to /tattoos
Today
Merge from /main
Fixed players getting stuck in the computer station when the space behind the chair is blocked - Added two dismount points beside the seat, only used once the rear three are blocked - A refused dismount on any seat now shows a toast instead of silently doing nothing
Extend f1 console multilines up to 25 rather than 8 - Going more than 25 will make it larger than the console window
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Fixed patrol heli rocket deaths not showing the heli on the death screen Rockets were spawned without a creator so the explosion had no attacker - Rockets now have the heli as their creator, so it gets the kill and its avatar - rocket_heli and rocket_heli_napalm death info points at the Rocket and Incendiary Rocket items, so it reads "with a Rocket"
Code cleanup
Rin
Today
Uzi loot spawns. Hackable crate, elite crate and underwater variant of crate_normal Likely to revist this in a future update
Today
Brutalist Rock - Adjusted hand position, updated and split models, updated prefabs
Today
Removed all RRP condition shader keywords from the shaders
Today
Added in M79 Grenade Launcher World Model
Today
Bugfix: make sure ContentDirBackend serializes correctly Tests: generated ContentDirBackend
Today
Merge From Main
Today
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Today
merge from scrap_king_building_skin - final store icon and square images
Today
added steam quare images and final store icon to scap king sitem
Today
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Today
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Stencils now overflow correctly in menu
add some placeholder stencils for testing
Today
Merge: from remove_baseplayer_breadcrumbs - Clean: remove error logs related to mystery client NRE Tests: build simulator
Today
scrap king - updated gibs and prefabs
Today
Clean: remove all baseplayer NRE breadcrumbs and supporting code Tests: none, trivial change
Today
Fixed shore ice spawning over railway tracks - added a Rail TerrainFilter to `shore_ice_[abc]` to reject ice placement over rail topology. Existing checks at single points easily failed. Tested in editor, resolved.
Today
Uzi - charm support and world model Picatinny rail - world model rig re-exported with Picatinny rail, shown only when a sight is attached - charm set up in 1p/3p - supportsAccessories enabled on item - attachment positions adjusted in 3p
Today
Fixed roadside waterpipes sometimes spawning on top of a road at T-junctions - stage's SpawnFilter now excludes road topology during placement
Today
ent unlock now works on steering wheels
Today
Merge: from jobs4_default - Update: make UsePlayerUpdateJobs default to 4 Tests: none
Today
Update: turn UsePlayerUpdateJobs to 4 by default Tests: none, trivial change
Moved stencils to a seperate tool (like eraser, brush, colour picker) Eraser/stencils/brush get different slider values (so brush is small like a tattoo needle, stencils can be stamped much larger) Clan logo appears in stencil section instead of brush Stencils can't be tinted
Today
merge from main
Today
add combat log entry for hitting gull groups
GetVisitingVendor should always return the oldest visiting vendor