193,207 Commits over 4,049 Days - 1.99cph!
Fix typo in the premium modal
merge from workshop_qol #
116942 compound bow fixes
reverted, should be on a branch
merge from workshop_qol #
116942 compound bow fixes
rebuilt compound_bow entity prefab, added correct arrow mesh, reseated arrow attachments, tweaked arrow position so it fits through compound bow holes, tweaked bow position to look correct in hands, tweaked auto turret position
merge from fix_item_ownership_halloween -> main
Fix halloween lootbags not giving out item ownership (due to no phrases being set)
merge from fix_premium_lock_favorite -> main
Remove button component from premium locked icon
- fixes server being favorited when clicking the lock
merge from fix_show_premium_label -> main
Rename `Premium` server browser to `Show Premium` to make it clearer what it does
Fix arrow effects not turning back on after network load
intial setup for f1 grenade and building plan, 2h explosive anim exported added
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merge from fix_item_ownership_filtering -> main
merge from copy_paste_clientside_fixes -> main
merge from fix_typecache_generic_name -> main
merge from persist_teas -> softcore_update
Add `keepteaondeath` convar to keep tea effects across death inside softcore
Merge: from item_allocs
- Fixes BufferList not able to sort when it's not full
- removes some from Item.MoveToContainer
Tests: moved and stacked items in the inventory while checking profiler
Optim: remove allocations from Item.MoveToContainer
Unity profiling showed an allocation inside it's sort impl, but I haven't seen it on server snapshots - will clean up if it is there
Tests: got a bunch of wood in separate stacks and stacked it via right click from belt to inv. Checked profiler to confirm expected allocations are gone.
Bugfix: BufferList can handle sorting subrange
Tests: moved items around in inventory(future cl)
Prevent TC dropping corpse if the last building block of a base is destroyed
Fixed killfeed names regression
Fixed killfeed names regression
Fixed ai.GetSquadMemberCount returning nothing if there is no squad
Fixed player_squad NPC squad being overflown
When you spawn too many npc_alyx's or npc_citizens. Reduced max player squad from 32 to 16, to match the actual max NPC squad size
Handle NPC squads being overflown when spawning many NPCs
Updated descriptions for all weapons. Fixed typo on bread, and extra word on egg.
Fixed ai.GetSquadMemberCount returning nothing if there is no squad
Fixed player_squad NPC squad being overflown
When you spawn too many npc_alyx's or npc_citizens. Reduced max player squad from 32 to 16, to match the actual max NPC squad size
Handle NPC squads being overflown when spawning many NPCs
Initial setup of player modifier limits:
Removed junk test data.
Added radiation dart limits: max 5 applications via dart.
updated override controllers
Default modifier counts for when no limits are specified.
grid-based erosion improvements
- much smaller timestep, stops patterns from shoddy integration forming
- working with height in world-space and copying back
- better job dependency handling
- some disabled debug data dumping to help debug the process with python scripts
set up sound anim events for various weapons
Add save/load client methods to mini crossbow/bow/crossbow
This lets us reload the arrow effects on relog/network load
Minor cleanup
Give description to vgui_visualizelayout
Added quick switches to console
https://files.facepunch.com/rubat/2025/March17-1180-ZigzagGourami.png
Added more options to Console Quick Actions
Pull Requests
* Updated TTT language files
* make file.Read return `nil` on failure instead of `no value`
env_skypaint FGD inputs
Added Entity:SetNetworkVarsFromMapInput as a helper and a sister function to Entity:SetNetworkKeyValue
Fixed being able to reset npc_grenade_frag after it exploded
PR: Fixed `team.GetColor` retuning non copied default color
Localize Balloon and Dynamite world tool tips
Update gmod.code-workspace
Added derma icon browser to console quick actions
Add icons to drag'n'drop right click menu
Unify spawnmenu rightclick code & add GM:SpawnmenuIconMenuOpen
The hook is called for ContentIcon and SpawnIcon.
SpawnIcons now also call PANEL:OpenMenuExtra, if it exists.
Added more options to Console Quick Actions
Pull Requests
* Updated TTT language files
* make file.Read return `nil` on failure instead of `no value`
env_skypaint FGD inputs
Added Entity:SetNetworkVarsFromMapInput as a helper and a sister function to Entity:SetNetworkKeyValue
Fixed being able to reset npc_grenade_frag after it exploded
PR: Fixed `team.GetColor` retuning non copied default color
Localize Balloon and Dynamite world tool tips
Update gmod.code-workspace
Added derma icon browser to console quick actions
Add icons to drag'n'drop right click menu
Unify spawnmenu rightclick code & add GM:SpawnmenuIconMenuOpen
The hook is called for ContentIcon and SpawnIcon.
SpawnIcons now also call PANEL:OpenMenuExtra, if it exists.
Merge: from growablegenes_allocs
- Remove allocs from GrowableGenes
Tests: local in editor, spawned a planter box, filled it with seeds while monitoring Profiler stream
Clean: remove profiling hack
Tests: none, trivial change
Update: avoid linq allocations in GrowableGenes
Tests: local in editor, spawned a planter box, filled it with seeds while monitoring Profiler stream