139,490 Commits over 4,352 Days - 1.34cph!

1 Year Ago
Update manifest
1 Year Ago
Update manifest (radtown_1)
1 Year Ago
merge from softcore_update -> tc_changes
1 Year Ago
merge from main -> softcore_update
1 Year Ago
Update manifest
1 Year Ago
Small wood box corpse
1 Year Ago
Add TC corpse entity
1 Year Ago
Add callback when corpse is spawned so we can transfer auth list onto invisible TC
1 Year Ago
Add invisible placeholder TC - allows us to persist auth of a building when the TC is destroyed - will be independent from the TC's corpse
1 Year Ago
merge from world_crossbow
1 Year Ago
rebuilt prefab so arrow mesh shows up
1 Year Ago
merge from premium_startup_fix
1 Year Ago
Fixed incorrect account route parameters
1 Year Ago
merge from main
1 Year Ago
crossbow - fixed arrows not showing in 3p anims
1 Year Ago
Minor cleanup Give description to vgui_visualizelayout Added quick switches to console https://files.facepunch.com/rubat/2025/March17-1180-ZigzagGourami.png
1 Year Ago
Crossbow - Fixed worldmodel UVs and shading on LOD0 (new issue with arrow being invisible)
1 Year Ago
Add skeletal debugging tools for croc proc anim Add DDraw.DrawSkeleton
1 Year Ago
Player seed updates
1 Year Ago
merge from main
1 Year Ago
Better error handling for reworked killfeed Allow Map IO to convert int/float to string automatically Better default text color for game_text Port original ear ringing behavior from HL2 to Lua less ear ringing Remove cheat flag from mat_colorcorrection Added sv_usercmd_custom_random_seed Added sv_showimpacts Move Treason map icons to fallbacks VPK Mod author(s) want to ship the map icons for Garry's Mod themselves. This will make their icons take precedence over ours. Added some headers to projects for intellisense Try to mitigate util.TableToJSON leaving junk behind of failure Merged Pull Requests * Make Player:LimitHit serverside only (it would error clientside) * weapon_rpg for npc_citizen (rebel only) * ENT.Information support for tooltips in NPC spawn icons
1 Year Ago
performance improvements
1 Year Ago
Better error handling for reworked killfeed Allow Map IO to convert int/float to string automatically Better default text color for game_text Port original ear ringing behavior from HL2 to Lua less ear ringing Remove cheat flag from mat_colorcorrection Added sv_usercmd_custom_random_seed Added sv_showimpacts Move Treason map icons to fallbacks VPK Mod author(s) want to ship the map icons for Garry's Mod themselves. This will make their icons take precedence over ours. Added some headers to projects for intellisense Try to mitigate util.TableToJSON leaving junk behind of failure Merged Pull Requests * Make Player:LimitHit serverside only (it would error clientside) * weapon_rpg for npc_citizen (rebel only) * ENT.Information support for tooltips in NPC spawn icons
1 Year Ago
rug_deployment_fix -> main
1 Year Ago
initial spa12 setup (with temp offset in entity) - added 3p anims inc renaming - fixed issues with wrong rotation on exports (updated prop position during anims) - holdtype override updates - added temp offset to entity to align (issues with prop data syncing correctly in game, set to follow left prop) - removed weapon root from mask on w_spas12 anims
1 Year Ago
Allow rugs to be placed underneath already placed deployables. Can now also be placed under peoples feet
1 Year Ago
merged in tom's fixed hammer material and albedo, ao from his weapons_tool_ao fix branch
1 Year Ago
Plugged new AO map into material slot (bolt rifle)
1 Year Ago
merge from 101733 - weapon_tool_ao_fixes materials
1 Year Ago
merge from 101745 - weapon_tool_ao_fixes
1 Year Ago
Gesture experimentation
1 Year Ago
Pickaxe - added AO texture to the material
1 Year Ago
Texture update desal tanks
1 Year Ago
- Boomerang can now be caught by the player who threw it in the first place - Cache creator player - Hitmaterial now uses collider shared material
1 Year Ago
Merge: from parellel_validatemove - Full conversion of player WaterInfo caching over to jobs - TerrainMap now uses NativeArray instead of managed array - expanded unit tests - new ServerDemoProcessor that tracks water results checks (in/out of water counts) Going to start testing on staging and monitoring the impact Tests: ran all the new or updated unit tests, made sure builds passed locally, during dev used server demos to validate stats.
1 Year Ago
Clean: remove unnecessary usings Tests: editor compiles in CLIENT+SERVER
1 Year Ago
LOD0 Updates/Textures Desal Tanks
1 Year Ago
- Improved reliabiliy of impact effects happening - Server projectile version scales damage properly - Logs
1 Year Ago
Hatchet - Redone worldmodel and LODS, fixed UVs (fixes all workshop skins), improved topology/shading and added a simple AO map.
1 Year Ago
Fix croc speeding up suddenly when moving after intimidation
1 Year Ago
Update: adding missing logic to BasePlayer.ServerUpdateParallel since the merge - also fixed the formatting in a couple places Tests: none, trivial changes
1 Year Ago
updated vertical slice loadout
1 Year Ago
Merge from fast_debug_draw: Fix shaders on Mac/Metal
1 Year Ago
Bugfix: check if ignore grids (terrain, water) are present - Covers cases in editor where they haven't been setup yet Tests: ran unit tests
1 Year Ago
Bugfix: invalid indexing of water infos when player is parented to a water blocking entity Tests: none, trivial change
1 Year Ago
Set wooden dart damage to 30 per design doc. Removed incorrect modifiers/scripts from wooden dart.
1 Year Ago
Merge: from main Tests: ran unit tests, played in editor with parallel update jobs enabled on Craggy - water was detected correctly
1 Year Ago
Incapacitate dart now requires snake venom for crafting
1 Year Ago
Updated Water Treatment Tank Materials and Textures
1 Year Ago
Bugfix: rename WaterVisibilityTrigger.Reset to ResetTrackedTriggers Old name conflicted with Unity's scripting api and generated errors in editor(problematic for tests) Tests: ran unit tests