195,841 Commits over 4,110 Days - 1.99cph!

18 Days Ago
More improved scroll behaviour Use absolute scrollbox setup Use padding rather than hardcoding values Fixed scrollbar
18 Days Ago
merge from wallpaper/floor
18 Days Ago
merge from wallpaper/floor/admin_commands
18 Days Ago
Some cleanup and refactoring
18 Days Ago
Fixed wallpaper being locked to wall mode when deployed looking at floors or ceilings
18 Days Ago
World model skins replication
18 Days Ago
Fixed wallpaper view model default missing materials
18 Days Ago
Managed to get scrollbar setup with flex categories (that was a nightmare!) ScrollFadeGradient object
18 Days Ago
Arctic biome tweaks with new ambient features.
18 Days Ago
floor and ceiling world model, lods, added to entity
18 Days Ago
Fixed some issues with the wallpaper inside checks
18 Days Ago
resized viewmodel textures
18 Days Ago
updated ceiling and floorpaper materials and textures
18 Days Ago
Floor + ceiling paper work with existing admin wallpaper radius commands - passing a skin (name/id) applies it to fitting building blocks only - passing 0 applies default wallpaper everywhere (new) - passing -1 applies random wallpaper everywhere (like before) - added `print_wallpaper_skins` command to display a list of all wallpapers
18 Days Ago
Fixed missing conditional model wallpaper comp on windows, half walls, and low walls
18 Days Ago
Tweaked floor and foundation wallpaper sockets to reduce clipping with wires and deployables
18 Days Ago
merge from fix_ammo_count_not_updating -> main
18 Days Ago
floorpaper tool material and textures
18 Days Ago
merge from main
18 Days Ago
bloody bucket and diy hammock
18 Days Ago
merge from main
18 Days Ago
Update DebugLuxels shader from HL2 repo
18 Days Ago
Remove "Use Bloom" checkbox from Video options, as it does nothing Remove mat_hdr_level 1 from Video Options since it doesn't do anything mat_hdr_level 1 will act as "NONE" in options. Fixed options complaining about missing hap_HasDevice convar Remove sv_contact and sv_consistency as they are unused Rework arguments of OnClientLuaError This is a bit messy until a network breaking update, but new arguments are: ( error, ply, stack, addon_name ) Also no longer affected by "5 a second" limit serverside Lets try not delaying material/texture cleanup until render end Add WriteTempEntities overflow warning from csgo Bonemerged models inherit lighting origin from parent Makes viewmodel hands match lighting of the viewmodel itself Apply changes to CHudCloseCaption from TF2 Make Linux compile Fixed regression to do with PrePlayerDraw Fixed an infinite loop in weapon selection HUD Faceposer uses localized "Other" string Fixed 3D grid not rendering correctly in Hammer
18 Days Ago
Merge some Bootil changes from x86-64 Remove mp_usehwmmodels convar (unused) AvatarImage panel changes + defer material cleanup till render end AvatarImage keeps track of textures it creates and reuses them, preventing exhaustion of texture name symbol list Deferring material cleanups a little makes it more likely the materials and textures are no longer used by any part of the renderer, allowing refcounts to reach 0 naturally. Added GM:OnClientLuaError( strErr, ply ) Remove stray space indentation in some Lua files from PRs Updated FGD files Added inputs to light_environment, removed point_clientcommand and point_servercommand since they do not work in Garry's Mod. Fake Combine Ball bounces from frozen props Make crossbow bolts bounce from indestructable props Prevent crashes when trying to write too much data to small texture Added new info to util.GetModelInfo IncludeModelCount, IncludeModels and HitBoxSets Fix avatar image texture manager not respecting avatar size at all Removing more unused convars mp_teamlist, mp_teamoverride, mp_defaultteam, mp_allowNPCs Remove mat_disablehwmorph as it does nothing
18 Days Ago
add shore distance falloff control for biome fogs
18 Days Ago
Settings keybinds tab wip
19 Days Ago
Wallpaper floor & ceiling pack - updated metal floor maps, integrated 2 more ceilings
19 Days Ago
Add queue system for adding/removing instances to prevent colliding with the jobs
19 Days Ago
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19 Days Ago
add more parameters to control biome fog lighting
19 Days Ago
Implement a fallback renderer for non-instanced draw calls based on Graphics.RenderMesh()
19 Days Ago
Fix ammo count not updating when gun is fired - bug from showing chainsaw fuel but should also fix ammo count being slightly delayed when at higher ping instead of using client prediction
19 Days Ago
rebalanced terrain splatting around snow and sand to not be massively too broad
19 Days Ago
Blocking in temporary colours and materials on floating walkways
19 Days Ago
Update Compass View Model and World Model Mesh Imported Compass Textures and Setup Compass Materials Setup World Model Prefab, LODS and Collider
19 Days Ago
Fixed regression to do with PrePlayerDraw Fixed an infinite loop in weapon selection HUD Faceposer uses localized "Other" string Fixed 3D grid not rendering correctly in Hammer Update DebugLuxels shader from HL2 repo
19 Days Ago
Added support for gradients in StyleAsset (only implemented by RustButton for now) Also fixed refresh not working in edit mode
19 Days Ago
Changed Bootstrap again - make sure the menu doesnt leak in whilst loading
19 Days Ago
Setup server browser server types Setup server browser gamemodes Icons, and localisation linking Setup tab groups on navbar Setup tab groups on gamemodes and server selection
19 Days Ago
merge from fix_backpack_corpse_remains -> main
19 Days Ago
Fix backpack not being inserted into corpse remains if the backpack has items in it
19 Days Ago
merge from qol_train_inaccurate_turrets -> main
19 Days Ago
merge from qol_train_inaccurate_turrets -> main
19 Days Ago
Merge from large_demolishing
19 Days Ago
Additional check
19 Days Ago
Merge from large_demolishing
19 Days Ago
Move the pre existing DemolishFlag clearing behaviour from StabilityEntity.Load to DecayEntity.Load
19 Days Ago
Merge from main
19 Days Ago
Turrets are less accurate when shooting players on moving trains - 10% chance to miss per m/s of train velocity (convar trainturretinaccuratepervelocity) - works out to 35% chance to hit at 10 m/s (medium speed) and 12% chance to hit at 20 m/s (high speed)
19 Days Ago
frame mat