241,360 Commits over 3,867 Days - 2.60cph!

1 Year Ago
Merge from main
1 Year Ago
Merge from hackweek-chat-emoji
1 Year Ago
Allow emoji's in the pre colon portion of the string when using add2
1 Year Ago
Renamed :torch: to :light:
1 Year Ago
Fix autocomplete NRE when highlighting an option and updating the text input
1 Year Ago
:sunglasses: is now :cool: to prevent clash with existing sunglasses item Some asset renames
1 Year Ago
Update dance emoji, 37% more style Added :scientist: emoji
1 Year Ago
Add DistanceMin and DistanceMax to music player
1 Year Ago
Merge from worldmodelupdates -> worldmodels Code support for different dropped item models based on stack size
1 Year Ago
Give ProjectCreator "Create" button an icon
1 Year Ago
Update templates (shooter game menu, template descriptions)
1 Year Ago
Launcher: minor content mode cleanup Launcher: make a new empty-ish config when opening a config editor
1 Year Ago
Set the same expandgroup margin in StartScreenHome too
1 Year Ago
Pass server title to server login
1 Year Ago
Fix crash with procedural materials
1 Year Ago
Actually save the verification 🤦
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Remove ProjectList ExpandGroup top margin
1 Year Ago
Fix instanced entities (wooden boxes) that only show inside network range not showing after server restart
1 Year Ago
Add server verification command Check server's whitelist status from backend
1 Year Ago
Set cursor type for IconButton Add some tooltips to welcome screen
1 Year Ago
Add route to check if a server is verified
1 Year Ago
_c's Additional blend layers for grass dirt blend and asphalt blend Small flower models Stone tile brick materials
1 Year Ago
Switch to port 8080 Add server verification route
1 Year Ago
Enable instancing for locker & TC
1 Year Ago
Don't bother storing Rust+ info in nexus if Rust+ is disabled
1 Year Ago
Audioplayer (#1167) Add MusicPlayer class to stream mp3 etc from disk or URL with control over playback (seeking, pausing, looping etc)
1 Year Ago
Network++ up to 2500 to avoid conflicts on aux2
1 Year Ago
Recompile all assets Add global jump & distance travelled stats
1 Year Ago
Always show "edit configurations" option in launcher regardless, open project settings or global config editor based on context
1 Year Ago
Garage door uses normal rendering in network range
1 Year Ago
Implement disposing / cleanup of instanced rendering when leaving server ConVar.Mesh.quality will scale instanced rendering LODs too
1 Year Ago
Make package selector modal Add IsContentMode to tools Global class
1 Year Ago
Slow burning atlas. Converted all to TGA because f that PNG alpha noise.
1 Year Ago
Leaderboard formatted value and unit Add `Sandbox.Services.Stats.GetGlobalStats()` Global stats api
1 Year Ago
Cleanup GlobalNetworkHandler
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Fix blue deploy guide not showing for instanced prefabs Assign the runtime created MeshRenderConfig to InstancedMeshFilter so we can grab it from the PrefabAttribute
1 Year Ago
Manually set "globalBuildingBlock" for all building block prefabs
1 Year Ago
Remove magic "is BuildingBlock"
1 Year Ago
v_toolgun: latest blockout
1 Year Ago
Fix water ripple collision
1 Year Ago
Add log
1 Year Ago
Don't try to join our own lobby, and dont find if we're at max members
1 Year Ago
Don't try to join another available lobby if we're in one that is loading maybe try enterserverasync?
1 Year Ago
Eliminated a couple more functions
1 Year Ago
Update materialsystem2 with latest Valve code Backporting latest Valve code to make it easier to integrate raytracing & bindless Removes render passes that never did anything, lots of refactoring materialsystem2 API becomes much simpler to draw stuff too: ```diff - IMaterialMode *pMode = pMaterial->GetMode( "Default" ); - if ( pMode != NULL ) // NULL if unsupported mode - { - MaterialRenderablePass_t renderablePassArray[ MATERIAL_RENDERABLE_PASS_MAX ]; - int nNumPasses = pMode->ComputeRenderablePassesForContext( NULL, pRenderContext, renderablePassArray ); - for ( int i = 0; i < nNumPasses; i++ ) - { - g_pMaterialSystem2->SetRenderStateForRenderablePass( NULL, pRenderContext, g_hLayout, renderablePassArray[i] ); - pRenderContext->DrawIndexed( RENDER_PRIM_TRIANGLES, 0, 6 ); - } - } + IMaterialMode *pMode = pMaterial->GetMode( "Default" ); + if ( g_pMaterialSystem2->SetRenderStateForMode( pMode, NULL, pRenderContext, g_hLayout ) ) + { + pRenderContext->DrawIndexed( RENDER_PRIM_TRIANGLES, 0, 6 ); + } ```
1 Year Ago
Improved video
1 Year Ago
Format leaderboard.unit as string GLobal Stats api cleanup Clean up global stats more
1 Year Ago
Backdrop blur