141,172 Commits over 4,352 Days - 1.35cph!

2 Days Ago
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2 Days Ago
Merge from 3p_spectator_improvements
2 Days Ago
Merge from main
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merge from camera_fog_fix
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further reduce fogging in cameras
2 Days Ago
set crypt building skin to 10472 and set up steam item and temp icon
2 Days Ago
industrial shelving texture pass updates
2 Days Ago
Bowless Crossbow - updated textures, added transmission texture to bowstring
2 Days Ago
merge from main
2 Days Ago
Set up inputs for new RRP compatible standard shader
2 Days Ago
Missing rooftop objects
2 Days Ago
part3
2 Days Ago
Part2
2 Days Ago
Apartment complex b fixes Split the roof into multiple objects
2 Days Ago
setting up crossbow bowless vm prefab and anims
2 Days Ago
Probably fixed Linux build error Mention sv_nomap_timeout in "no map" warning (once) CS:GO missing map icons Reject invalid Water shader combos
2 Days Ago
merge from render_pipeline_testing
2 Days Ago
remove unused uniform
2 Days Ago
fix vfog density map not using configured shore distance falloff
2 Days Ago
Merge from viewmodel_early_disable_fix
2 Days Ago
Revert change to PlayerAnimation.controller and remove the new StateMachineBehaviours for it, they were fucked
2 Days Ago
refactored to ScopedOcean to setup fixture-scoped flat ocean
2 Days Ago
Various fixes.
2 Days Ago
Bunch of more inconsistency fixes.
2 Days Ago
minimum setup required to run a test with ocean
2 Days Ago
setting up crossbow bowless viewmodel prefab, rig and anims
2 Days Ago
Merge from mfm2
2 Days Ago
Merge from viewmodel_early_disable_fix
2 Days Ago
Fix issues with viewmodel and playermodel hold type override lingering around when holstering grenades normally New issue where setting the playermodel hold type override to persist no longer works correctly with 'client.prediction' off or when seen on other players, will look at next Updated PlayerAnimation.controller: - Added PersistHeldEntityHoldAnimationOverride state machine behaviours to 'attack' and 'throw' states
2 Days Ago
Updating skinning for nomad hazmat
2 Days Ago
attempt 2
2 Days Ago
Implement CHAR_DIRSTEREO Also fixed a potential issue with CAudioDeviceSDLAudio Iterate over duplicator positioning * Do not render preview in depth/skybox pass, do not adjust dupe spawn height which affects tall dupes Fixed GM:AdjustMouseSensitivity returning nil still affecting sensitivity * Invalid returns were acting as 0, but -1 was expected for "no action". Now non number returns are treated as -1 Remove more "test" console commands * drawcross, drawline, cast_ray, cast_hull, test_dispatcheffect Change buddha messages to be send to client console Remove hidden "killtarget" concommand Make base gamemode load spawnpoint list from the entity * So we have 1 dynamic list of spawnpoint entities we want Lua to register and use Added MC:V to mountable games list Fix main menu being a tiny square for split second on game start up Minor change Unchange some hardcoded defaults for global EmitSound * Hopefully this is as simple as this for issue 6769 Fix Hologram/Distort render FX affecting attachment & shadow pos * This fixes driving a hologram jeep causing player view to jitter around with the animation. Fix HL1 ammo not respawning at correct pos with mp_weaponrespawn Remove some unused fields from HL2MP gamerules Added Black Mesa as mountable game * Also adds placeholder entities for some NPCs, such as guards, scientists and the HECU Slightly improve error handling for saving JPG/PNG files Change navmesh.GetNavAreaCount data source * Fixes its return value not matching getAllNavAreas return count Fixed a crash with trigger_tonemap & some other issues * Also fixed `trigger_weapon_strip` preventing weapon pickup indefinitely if removed while player is inside the field Updated FGD files * func_useableladder origin KV is now defined (since its auto generated) Try to fix trigger_playermovement sticking when removed with a player in
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wip/test merge from main
2 Days Ago
parts of /nature folder ok
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merge from main
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Updated FIrewood Holder Stack Prop to fix shading issue
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Merge from PlayerRigUpdate2
2 Days Ago
Updated Small Kitchen Cabinet A Prop LODs to be more optimized
2 Days Ago
Refactor and additional fix
2 Days Ago
merge from droppeditem_improvements (compile fix)
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merge from droppeditem_improvements (compile fix)
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Don't open or process light radial menu if map is open
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compile fixes
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effects folder ok
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building folder ok
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props folder ok
3 Days Ago
merge main -> rust_relay_server
3 Days Ago
merged main -> rust_relay_server