139,896 Commits over 4,352 Days - 1.34cph!

Today
manifest
crate_underwater_basic 256m -> 128m natural_beehive 256m -> 512m
grenade_molotov 256m -> 128m
orebonus_generic 256m -> 128m metal_detector_source 256m -> 128m treemarking 256m -> 128m treemarking_nospherecast 256m -> 128m debris_wall 256m -> 128m
Reduce exposed stash network distance from 258 -> 128 meters
Increase hot air balloon and hot air balloon armour networking distance from 256 -> 512 meters
Reduce network range to 128m on: IMPORTANT: - item_drop (leaving buoyant as it) (leaving backpack as is) DECOR/MISC: -Heavy Scientist Plushy -Hazmat Plushy -Pinata -Parachute Unpacked -Headbag -Fish Trophy -Wanted Poster -Confetti Cannon -Twitch Trophy
Today
moer charm attachment points
Today
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
Today
Added door controller slots to the outside of the armored hatches
Today
Expanded renderer bounds on the ladder hatch skinned meshes
Today
Fixed pivot on Kiosk E decals
Today
Decal work on Kiosk E
Today
Backpack is always showing on the 7th slot Open folder button
Today
WIP on fishing changes - Add overfishing: catching too many fish in a given area will overfish it, making only junk items come up on subsequent casts (many convars to come, it will be highly configurable do not worry) - Deepsea fishing has better results, low tier fish removed from the fishing loot pool
Today
(potentially) Fix signage pooling issues.
Today
Fix main menu manager start up error when running with main menu disabled.
Today
Merge from main
Yesterday
Merge from tunnet_netgroup_fix/launch_site_hole_carve
Yesterday
First pass of rentable shop leak decals. Enabled GPU instancing on rentable shop materials. Re-UVd decals on Kiosk F.
Yesterday
Another partial fix for small hunting trophy
Yesterday
partial fix for point/spot light biasing inconsistency with BiRP
Yesterday
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Yesterday
Loadout sorting, item count text and added empty item icon background for VirtualItemIcon
Yesterday
Add toast error for looting in safe zones
Yesterday
Fixed FlexVirtualScroll on disabled gameobjects
Yesterday
Fix virtual scroll top and bottom spacers from not being set to the correct height in some instances We werent using min and max height properly
Yesterday
repro
Yesterday
indirect_instancing.buffer_upload_mode NRE fix
Yesterday
merge from main
Yesterday
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Yesterday
m16a2 viewmodel prefab scale edit and anims
Yesterday
merged main -> rust_relay_server
Yesterday
pre merge (resolved packet sending issue)
Yesterday
kiosk b update
Yesterday
fixed check for is in lake
Yesterday
S2P both oil rigs
Yesterday
Exclude particle systems from S2P flattening, breaks sub emitters like the oil rig flame
Yesterday
code clean up and refactor for better ocean/river/lake waterflow calculations
Yesterday
lots more charm attachment points
Yesterday
Loadout widgets show belt and wearables items
Yesterday
merge from reapply_136367
Yesterday
Kitchen Mod Set 1 update
Yesterday
Minor cleanups Remove duplicate voice_scale from the blocked list Apply some clientleafsystem index checks from TF2 SDK Remove explosion sound from Emitter's underwater explosion Minor changes to util.SpriteTrail * No entity leakage on Lua error Fixed some compile warnings Fix a NPE crash with network transmission check Change Hammers ???? spawn flag to a more descriptive text Restore gmod_language cvar for dedicated servers * Kinda lame that I have to do this, but in order to not break stuff Apply some validations to shader API Use actual model scale for jiggle bone scaling * It was calculating the scale from bone orientation before (??) which was causing oscillations on some models when unscaled Make joystick input add to mouse delta, not replace it * Since the player can still use both at the same time, both affecting mouse delta at the same time makes sense, no? This is also consistent with how viewangles are handled I think Merged Pull Requests * TTT: translatability improvements * TTT: use GMod language setting by default * TTT: Equipment menu sorting options * Menu: Optimise digest scheduling * Pass along GM:AdjustMouseSensitivity's arguments to weapons Make BuildFromTriangles read weights from util.GetModelMeshes * It will only read 2 weights max naturally, while util.GetModelMeshes will return up to 3! 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 Undo some changes to clientside game.CleanupMap() Revert "Lets try making singleplayer always select first spawnpoint" This reverts commit 793dfc845bc7a0523c23224be83629b4303771ea.
Yesterday
merge from new_console-ui
Yesterday
merge from main
Yesterday
merge from iocounter_resetvalue
Yesterday
Auto clamp the counter reset value when typing in the input field
Yesterday
adding wall_tiles_mosaic tileable textures mapped it on the apartment building facade
Yesterday
setting up m16a2 prefbabs