141,111 Commits over 4,383 Days - 1.34cph!

18 Days Ago
backup before merge
18 Days Ago
Fixed settings tab masking issues
18 Days Ago
Resolved merge conflicts
18 Days Ago
merge from main
18 Days Ago
Build compile fix
18 Days Ago
Merge from armored_ladder_hatch
18 Days Ago
Merge from engine_missing_parts_tooltip
18 Days Ago
Added a tooltip when a slot is missing in the engine loot panel
18 Days Ago
Merge from main
18 Days Ago
sync Rust.RenderPipeline: emulate BiRP lighting attenuation for consistency. fixes overly dim player preview lighting, torch light, etc
18 Days Ago
Setup a material and colour mask
18 Days Ago
Switching renderer enum in editor now finds and enables chosen terrain renderer Simplify lod configs to int array Fix terrain position getter Rename terrain compute
18 Days Ago
Merge form armoured_ladder_hatch
18 Days Ago
Add door controller sockets to both hatches
18 Days Ago
Fixed hatch not being visible to icon renderer because it was named LOD1 (we should always start from LOD0) Updated Icon Renderer to open ladder hatches when taking a screenshot
18 Days Ago
- Add a filter so we can filter for SERVER or CLIENT convars. - Reduce console work when the menu is closed
18 Days Ago
reapply WaterCamera change in RRP
18 Days Ago
merge from main
18 Days Ago
Renamed directory and prefabs to match new item name (armoured.ladder.hatch -> floor.ladder.hatch.toptier)
18 Days Ago
Remove unneeded prefabs
18 Days Ago
Disable armored hatch placment on boats as they don't have convex colliders
18 Days Ago
Set lock positions for armored hatches Slightly awkward placement as the hatch itself is too thick, had to place it on the thinner surface
18 Days Ago
Update hatch item names and descriptions Fix pickup and repair targets
18 Days Ago
Disabled read/write on models conflicting in last merge
18 Days Ago
Merge from main Lots of conflicts due to the viewmodel_early_disable_fix and hackweek_server_mesh_cull branches For fbx .meta file conflicts I used the versions on this branch instead of on main, will need to verify that they have r/w turned off
18 Days Ago
Change the button colour in command list if its been changed from the default value
18 Days Ago
Setup correct anchors for console output
18 Days Ago
Setup tooltips for each of the commands
18 Days Ago
- Include server admin commands in client autocomplete/command list - Can run server commands without sv (they will be added automatically) for server commands - Fix virtual scroll bugging on out the new command list
18 Days Ago
Tweaks. Scene backup.
18 Days Ago
SimpleLight consistency fixes & improvements.
18 Days Ago
Consistency fixes.
18 Days Ago
Spotlights
18 Days Ago
Office lights. Anisotropic texture tweaks.
19 Days Ago
merge from water_ssr_taa_flicker_fix
19 Days Ago
merge from water_reflection_probe_seam_fix
19 Days Ago
merge from vclouds_macos_reflection_fix
19 Days Ago
Fixed rogue materials drawing hair cap textures over face
19 Days Ago
Fix player seed with broken eyes
20 Days Ago
jungle rock offset fix
20 Days Ago
binoculars offset fix
20 Days Ago
fixed medieval/abyss/jungle ak holster and backpack positions
20 Days Ago
Fixed 3p flashbang player offset
20 Days Ago
a lot more weapons charm setup
20 Days Ago
fixed 3p skull player offset
20 Days Ago
merge from path_preview
20 Days Ago
Fix "Unlocked" button appearing clickable
20 Days Ago
More ent_create NPE crash fixes vgui_slideshow_display refuses to scan invalid folders for slides Delete a few more "test" concommands * This includes collision_test, kdtree_test, voxeltree_view, voxeltree_playerview, voxeltree_box, voxeltree_sphere Add 2 new parameters to VRAD * `-LeafAmbientSampleReduction` and `-AmbientFromLeafCenters` Lets try rebuilding ambient cube indexes for when there are >65536 of em Lets try making singleplayer always select first spawnpoint * This mimics Half-LIfe 2/Portal 1 behavior. so you don't spawn on spawnpoints meant for testing during map development Fixed crashes with SavePresets Fixed decal related crashes with static props * For "clipped vertices" (whatever that means) it would crash, so we prevent that Make template spawned entities be removed if they are not NPCs * This is for NPCMaker entities, when given invalid entity classes to spawn (i.e. not NPC classes), it will now also remove the non NPC entity after spawning it, so they don't fill up the server Do not assign client-only color_correction entities serverside * This fixes map cleanups applying color correction that is not applied when just starting the map
20 Days Ago
fix missing shader referene
20 Days Ago
Clean up and format the whole file a bit, it was a mess No functional changes