140,297 Commits over 4,505 Days - 1.30cph!

Yesterday
Audit system can now detect effects being run on the prefab - shown on the auditor
Yesterday
fixed industrial torch 3p sfx not playing now it does
Yesterday
fixed the launch site silos having innacurate collsion mesh. now much more accurate to the shape of the silo
Yesterday
Sleep state fix
Yesterday
Merge pipes into a single mesh based on distance and matching material
Yesterday
merge from main
Yesterday
fixed torch ignite and extinguish sounds in third person
Yesterday
Update: add SwitchToMultithreading helper - added ConVar.Unsafe.UseMultithreadedScripting to disable experimental multithreading Tests: compiles
Yesterday
Battery tick optims: merge the drain and charge into one loop
Yesterday
firecracker now uses the proper world model instead of the flare model updated .item to properly reference the new .worldmodel prefab.
Yesterday
NRE fix with plant fibers, icon change
Yesterday
Unsaved, spawn grid command
Yesterday
browser_country_distance_fix -> main
Yesterday
Change the server browser geographic centre of Russia to the capital
Yesterday
network_range_finder -> main
Yesterday
Tool to audit entity network range based on LOD settings - we can net cull it in we cant see it
Yesterday
final UI tweaks, new field for adding a composter-specific icon rather than reusing the cooking icon when a furnace is on
Yesterday
fixed further issues with the low object quality. back rooms that had the same ceiling issue + the sides of the ceiling showing through the mesh. now fixed.
Yesterday
Switch the PipeMesh mesh upload process to use SetSubMesh instead of SetTriangles which allocates a bunch Calculate normals for industrial pipes in the job, not on main thread Seems to be about 15% faster on main thread and removes some allocations Also enabled burst compiling on the job itself, seems to be 10-20x faster but that doesn't help us on the main thread (can't hurt) Added 3 new tests for industrial pipe generation, ensuring the vert count and normals are generated correctly as well as a general performance test
Yesterday
fixed see-through ceiling for the supermarket on low object settings. LOD1 was missing parts of the mesh
Yesterday
Fixed UI positions and added a fourth output slot
Yesterday
fixed spas12 3p deploy sound added a dedicated spas 12 deploy sound definition and replaced the sawed-off deploy and pump sounds to match first person
Yesterday
Composter UI refresh, actually see 'decomposition time', like the cooking and smelting UI showing you the progress.
Yesterday
fixed mini-crossbow not playing SFX not playing after firing in ADS when it rotates updated .meta to reference the proper sound.
Yesterday
Allow viewing maps for each zone/server in the nexus too if it is set
Yesterday
fixed krieg chainsword not placing on single weapon racks placement needs refining
2 Days Ago
Updated nuclear missile silo pipes steel material to use the proper textures. no longer super shiny pipes
2 Days Ago
Update: added standalone win TLS slot to allow - also wrapped into OS & config dependent compile guards Tests: built all flavors of standalone and checked that code succesfully executes in other project
2 Days Ago
Fix laser beam jobs pointing at the origin
2 Days Ago
add unsafe scripting access scope
2 Days Ago
Undo GMod changes to metrocop_sheet.vmt * Removes bumpmap from the NPC version, restores specular. (these 2 effects are not directly compatible) Player model unchanged. Fixed glowing foreheads on combine soldier player model Improve reliability of Voice Chat HUD * Adds util.IsPlayerSpeaking (internal really) * PlayerStartVoice & PlayerEndVoice now get called consistently even if the player entity does not exist. They also both get consistent PlayerIndex argument, which is now used in base gamemode to index voice panels
2 Days Ago
merge command palette back to main
2 Days Ago
notes, lives, basic input
2 Days Ago
push up editor
2 Days Ago
lower lanes, add notes
2 Days Ago
Implement connecting to nexus servers from the connect modal Automatically select the starter zone if there is only one choice Hide connect button until a starting zone is selected (if needed) Client-side nexus tag for easily identifying which servers are nexus clusters Fix zone list not hiding fully on the connect modal
2 Days Ago
Fix wrong transform used for zone list causing header to be destroyed
2 Days Ago
Add in the zone list and nexus map on the server connect screen
2 Days Ago
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 VBSP: Fixed WVT patched materials not being added to patch list * Fixes detail props not appearing on WorldVertexTransition materials when they are applied to brushes and not displacements Fixed Hammer crash when rendering certain materials * Such as models/wireframe for detail prop material Fixed some Hammer toolbar buttos not having descriptions Fixed Detail Objects not rendering on brushes in Hammer Fixed more potential crashes Fixed a crash with a specific addon + cleanups More potential crash fixes Even more potential crash fixes + minor cleanups Minor commands.lua cleanups Fixed bone manipulated entity render bounds when never rendering first * Fallback to old behavior of using model bounds when the bone manipulated bounds are not calculated yet. PR: Fixed inconsistencies in localization source strings Clamp bot player count to total player count Reduce AR2 default clip to match its clipsize * This is consistent with SMG1 and HL2 behavior Fixed a minor memory leak with CEF implementation Merge Pull Requests * Remove unused NW vars in gmod_thruster code + switch them to datatables * Update spawnmenu search to support multiple search terms
2 Days Ago
fixed fences in monuments becoming invisible on low object quality settings. most chainlink fences needed this fixing. scene2prefab
2 Days Ago
Drain pass optims
2 Days Ago
removed duplicate ligths from military tunnels scene 2 prefab
2 Days Ago
initial code testing, level data
3 Days Ago
hackweek: search command palette for the toolbar dropdowns (tools/windows/etc)
3 Days Ago
Circuit rebuild pass optims, we have a collection of dirty circuits instead of looping all circuits to check a bool, much better at scale
3 Days Ago
syncvar_stale_inheritance_fix -> main
3 Days Ago
Evaluation pass optims, use buffers instead of pooling collections every tick
3 Days Ago
Progress on showing nexuses on the new menu, this time without the separate tab Fixed nexus player authentication that's been broken since moving the backend endpoint
3 Days Ago
Manifest
3 Days Ago
Swap around 20 classes over from RPC + Proto to SyncVars - Codegen