140,220 Commits over 4,505 Days - 1.30cph!

30 Minutes Ago
Update: added standalone win TLS slot to allow - also wrapped into OS & config dependent compile guards Tests: built all flavors of standalone and checked that code succesfully executes in other project
46 Minutes Ago
Fix laser beam jobs pointing at the origin
1 Hour Ago
add unsafe scripting access scope
3 Hours Ago
Undo GMod changes to metrocop_sheet.vmt * Removes bumpmap from the NPC version, restores specular. (these 2 effects are not directly compatible) Player model unchanged. Fixed glowing foreheads on combine soldier player model Improve reliability of Voice Chat HUD * Adds util.IsPlayerSpeaking (internal really) * PlayerStartVoice & PlayerEndVoice now get called consistently even if the player entity does not exist. They also both get consistent PlayerIndex argument, which is now used in base gamemode to index voice panels
2 Hours Ago
merge command palette back to main
2 Hours Ago
notes, lives, basic input
2 Hours Ago
push up editor
2 Hours Ago
lower lanes, add notes
3 Hours Ago
Implement connecting to nexus servers from the connect modal Automatically select the starter zone if there is only one choice Hide connect button until a starting zone is selected (if needed) Client-side nexus tag for easily identifying which servers are nexus clusters Fix zone list not hiding fully on the connect modal
4 Hours Ago
Fix wrong transform used for zone list causing header to be destroyed
4 Hours Ago
Add in the zone list and nexus map on the server connect screen
5 Hours Ago
Fixed "Spawn with toolgun" not respecting tool trace for props * Also fixed it not remembering prop skin and bodygroups r_visualizetraces 2 now visualizes hull trace sizes Try using a hull trace for "Can we reach ladder" check * This is meant to address the ability to attach to a HL2 ladder through certain walls with tiny gaps Minor cleanups Do a LoS trace when searching for ladder dismounts * Also clear all previous dismounts when searching for ladder dismounts, in case the ladder moved or something Fixed Lua error in main menu when unsubbing before menu init Apply crazy physics entity removal to movetype FLY(GRAVITY) entities * This fixes crossbow and SMG1 projectiles spamming warnings infinitely when they somehow fall outside of the map Improve "TWOPASS" brush rendering in shadow passes VBSP: Fixed WVT patched materials not being added to patch list * Fixes detail props not appearing on WorldVertexTransition materials when they are applied to brushes and not displacements Fixed Hammer crash when rendering certain materials * Such as models/wireframe for detail prop material Fixed some Hammer toolbar buttos not having descriptions Fixed Detail Objects not rendering on brushes in Hammer Fixed more potential crashes Fixed a crash with a specific addon + cleanups More potential crash fixes Even more potential crash fixes + minor cleanups Minor commands.lua cleanups Fixed bone manipulated entity render bounds when never rendering first * Fallback to old behavior of using model bounds when the bone manipulated bounds are not calculated yet. PR: Fixed inconsistencies in localization source strings Clamp bot player count to total player count Reduce AR2 default clip to match its clipsize * This is consistent with SMG1 and HL2 behavior Fixed a minor memory leak with CEF implementation Merge Pull Requests * Remove unused NW vars in gmod_thruster code + switch them to datatables * Update spawnmenu search to support multiple search terms
Today
fixed fences in monuments becoming invisible on low object quality settings. most chainlink fences needed this fixing. scene2prefab
Today
Drain pass optims
Today
removed duplicate ligths from military tunnels scene 2 prefab
Today
initial code testing, level data
Today
hackweek: search command palette for the toolbar dropdowns (tools/windows/etc)
Today
Circuit rebuild pass optims, we have a collection of dirty circuits instead of looping all circuits to check a bool, much better at scale
syncvar_stale_inheritance_fix -> main
Today
Evaluation pass optims, use buffers instead of pooling collections every tick
Today
Progress on showing nexuses on the new menu, this time without the separate tab Fixed nexus player authentication that's been broken since moving the backend endpoint
Today
Manifest
Swap around 20 classes over from RPC + Proto to SyncVars - Codegen
Today
Narrow down PhysObj:SetMass input checks to prevent crashes Hopefully fixed clientside CGrabController crash Turn sound system error console messages into warnings Use 64bit sample counters for audio system * This is a change from CS:GO to not need to reset the system to work around the 32bit int limits Add fallback for tree_deciduous_cards_01_darker Minor adjustment to CBaseCombatCharacter::Weapon_Switch * Call OnChangeActiveWeapon Fixed freezes and crashes due to losing audio device (Windows) Minor tweaks * Some sanity checks in datacache * Make dsp_reload a cheat * Log snd_restart to console
Yesterday
Speculative crash fix: Clamp instance index in terrain hole shader
Yesterday
[hackweek] add possession mode to demoui2
Yesterday
added sfx to large medkit consumable using eat_soft so there's at least something there until we get more specific sfx
Yesterday
exported the kitbashed mesh and made it an actual object with its own lods now. Updated prefab with the new geometry.
Yesterday
updated powerline cables LOD texture to accomodate new draping cables shape/form
Yesterday
Fix stale syncvar inheritance roots being kept around after each weave
Yesterday
Remove DETAIL combos, use a single combo, and do it all with runtime branching NUM_LIGHTS is also passed as a constant, remove FLOW_DEBUG and CUBEMAP_LEGACY, unused light slots are zeroed by CommitPixelShaderLighting
Yesterday
industrial torch attack was using the wrong sound definition template. was using defualt - cuasing the SFX to be heard from afar. Switched to the same template that the base torch uses.
Yesterday
desalination tank collider update. Fromt 28 box/capsule colliders and a mesh collider to just 1 mesh collider
Yesterday
Make all combos for LIGHTING_PREVIEW in shaders be 0..0, never used and doubles compile time ShaderAPIWebGPU with Dawn backend ShaderCompiler + Slang
Yesterday
Build LuaJIT 2.1 from CPM for all platforms Replace the in-tree LuaJIT 2.0.4 and LuaJIT2.1 trees with a single CPM fetch of upstream 2.1.0-beta3 plus Facepunch/GMod patches. Windows uses msvcbuild; Linux/macOS use make with toolchain CC flags (-m32 / -arch), per-binary-dir build trees, and deps::luajit / deps::luajit_headers. Remove Valve DCC and Xbox 360 dead trees (FuckOff Tier 2) Drop Maya/XSI/Modo/Python SDK headers, sdktools plugins, utils/xbox, per-project x360 .def dirs, unused tier0 Xbox sources, and the unbuilt haptics DLL. Keep common/xbox PC stubs and public haptics headers that the engine still includes.
Yesterday
Change ServerInfo from a struct to class, it had no business being a struct at over 156 bytes large
Yesterday
network_profiler_improvements_3 -> main
Yesterday
New network profiler UI
2 Days Ago
Rework packet capture to work via NetWrite rather than at all the packet send points
2 Days Ago
Fixed a few cases of FileFindHandle_t leaks Minor cleanups Fixed BADDONCONTENT filepaths not being removed on refresh Dropship can die now (Sandbox only) * Updated its model to have correct surface properties type (metal), and be heavier so it falls more naturally Fixed HLMV not working as "Open file with" in Windows * Was complaining about not being able to find gameinfo.txt Citizen tweaks * Make citizens hate gunships (attack chopper + dropship included) if they have an RPG in hands. This allows them to actually shoot those and not just be neutral to those. * Make citizens use "canon" max ammo for giving player ammo check. Stops them from giving ammo forever until player reaches 9999 (by default) Fixed water on d2_coast_10 * 20th anniversary update changed the material that is stored in Source Engine licensee VPKs
2 Days Ago
Add rpcrt4 library dependency for Windows builds Remove dead Source SDK leftovers (legion, avi, unitlib, etc.) Drop unused trees that were never in the CMake product path: Legion, networksystem (used by legion), QuickTime/AVI, shell/autorun, Perforce SDK sources, sdklauncher, Workshopper, chromehtml (not used anymore), unittests/unitlib, and related headers. Strip g_pNetworkSystem from tier2 now that networksystem is gone. Win32+win64 Build.bat succeeds after the purge. Remove unicode, seems useless but I can be wrong
2 Days Ago
update from main
2 Days Ago
Remove processor_detect, just send defaults, even the oldest, slowest Nokia you find would have these or equivalent of these in NEON, this isnt 2004 anymore Remove ToGL
3 Days Ago
64-bit version needs unicode project ( could just be on engine or removed???? )
3 Days Ago
Fix Build.bat libcef is a plain import (html_chromium.vpc had no $DelayLoadedDLLs), game DLLs would build on wrong dir, define _DLL_EXT
3 Days Ago
Fix for OnFirstLooted so that RespawnableLootFridge reports correctly.
3 Days Ago
Additional events for fuel switch and water treatment wheel.
3 Days Ago
CMake under src/, add Build.bat and Build.sh for everything Remove GetStackPtr64.masm, do it by using _AddressOfReturnAddress()
3 Days Ago
CMake build system: full VPC replacement Root CMakeLists + presets (win32/win64/linux32/osx32), cmake/SourceEngine.cmake helper layer replacing the source_*_base.vpc chain, CPM dependency layer (cmake/deps/<Name>.cmake -> deps::* targets), CEF 86 + GameAnalytics + D3DX9 downloaded per platform, LuaJIT/Bootil/SQLite/FreeImage absorbed from premake/msvcbuild, ~130 targets converted from .vpc, bitmap ported from nvtc/ATI_Compress blobs to stb_dxt, Kinect feature removed, CI switched to cmake presets. Remove VPC, premake, thirdparty and prebuilt libraries Everything is now fetched, built, or downloaded by CMake: - src/vpc_scripts, src/external/vpc, all 384 .vpc/.vgc files - src/thirdparty (curl/kinect/libedit/sdl/CEF headers/Awesomium) - src/lib prebuilt blobs (cef, curl, speex, sdl2, steam_api, nvtc, GameAnalytics, ati_compress, awesomium, cryptopp...) - src/dx9sdk + src/dx10sdk (Windows SDK + Microsoft.DXSDK.D3DX NuGet now) - src/external/{cryptopp-5.6.5,sdl2}, premake5 + scripts, Dependants.sln, Themida, html_awesomium, GModHTML, old build_scripts, vpc2cmake.py
3 Days Ago
Don't fail server boot if world.cfg is an empty string