141,940 Commits over 4,536 Days - 1.30cph!
Show the crossbow + other bows arrowhead from the reload animation instead of the network update so it lands on the same frame as the arrow
Buff sprinkler rads by another 1.5x
russian roulette;
- vm for chain parts that connect to guns
- reference model to help with anim of chains over the table
Analogue steering support WIP
world model fixes:
- kick hazmat fixed missing back faces, now uses single lod texture set isntead of 4to 5
- fixed missing faces on the water pump world model
- fixed divingsuit having offset texture on the world model
Bunch of driving improvements + refactor.
Driving control set updates.
Fixed combine soldier player model material being broken by git
PR: Prevent Lua errors when running gmod_admin_cleanup twice
Try keeping Win7/8 support for Hammer for that one guy
* Probably shouldn't bother since it affects < 0.1% of Windows users, but it's also a tiny change
Added sv_standable_normal
Slightly unfix DPanelSelect:OnActivePanelChanged
* So it is called even when the current panel is reselected, as some existing stuff (Player Model Editor) relies on it. Still only run associated convars if the selected panel actually changed
Prevent Lua errors in Player Model editor due to weird existing mods
* Apparently there are mods out there that provide boolean arguments to AddValidModel's new arguments
Allow matproxies without a bind function
Apply potential fix for procedural bone sizing
Keep a reference to custom cubemap while spawnicons are rendered
Try to make spawnicon editor size with screen
Added render.BindLocalCubemap
* Helps custom model rendering, such as icon editor and player model selector
* It takes a string as input, so it can handle HDR and non HDR cubemaps for you
Adjust icon editor colors to match actual values in spawnicon rendering
Draw Icon Editor spawnicon over the background
Added ability to overwrite spawnicon rendering lighting
* RebuildSpawnIconEx accepts "lightbox" (6 vectors) and "lights" keys (same as render.SetLocalModelLights)
* Simple preview - sky is the limit on actual light setups - https://files.facepunch.com/rubat/2026/August26-3166-AcidicArgentineruddyduck.mp4
Apply 10+ loop deep error to PrePlayerDraw
Fix the typo in "unlosed" file find handles error
Resolve a bunch of double curtime bugs
* Pretty much only relates to NPCs
Add a null check in CalcDamageForceVector
Fixed potential crashes with ragdolls
Fixed potential crash with game.MountGMA
Fix TTT erroring due to it using base gamemode panels
Pull Request: Fix spawnmenu search icons sometimes not having images
Clean: remove profiler disabling on boot
Was temp measure code that slipped in
Tests: none, trivial change
Merge: from mt_snapshot_saving
- Bugfixes for saving corpse and skipped storage boxes in Jobs 4 mode
Tests: spawned and interacted with them
Added missing PostOpaqueDepth to skin viewer cameras
Bugfix: avoid thread race modifying same list when saving DisplayBoxStorage
- cache is now an array rather than a list
Tests: setup a display box storage, showed items in it, could see contents inside change
Arrow world model colider change
Bugfix: eagerly instantiate PaintballColorLookup to avoid it happening on Save, which is not mt safe
Tests: spawned on craggy, switched on jobs 4 and shot with a paintball gun
champagne mortar icon tweak
Revert Bootstrap, commited by accident in
162774
Double radiation output of sprinklers with radwater
Fixed settings menu dropdown text not being marked as dynamic
Updated the colors to match the rest of the screen while I'm there
WIP control sets.
Added initial code support and specific controls sets for: Car / Boat / Heli / Sub / Horse / Train
Second part missing from the initial commit
statesync tests for events not firing if they're on frame 0
merge from glass_ar - square steam images, pack icon, naming tweaks
added square steam images to crystal ar pack, updated store icon, changed instances of "AR" to "Assault Rifle"
First step to port old animals to new AI system (no behaviour change, it just makes them easier to maintain, we'll do proper behaviour rework in the future)
Merge from effect_recycle_glass_fix
detachTime and recycleTime is no longer read only
Don't set those times to 0 at build time if no particle system is present
Temporary fix for this month, needs a nicer fix next month as those fields should be readonly
merge from underwaterlabs_monument_blockers
russian roulette;
- gibs added
- guide prefab
- prefab updated
- icon updated
merge from medical_honey_bandage
Added missing teas to the cooking workbench cooking visuals
All teas spawns the kettle now
Adjusted the world model LODS to match the regular bandage
fix for missing colliders on the frame of the attack heli, allowing unnecessary damage
Moved the NPC spawner slightly away from the monument blocker in one of the modules
Added monument blockers to underwater labs red key card doors
fixed missing back faces of hide poncho world model and optimised lods so last lod is sub 100 triangles
fix to recycle and efficiency worldmodel upgrades for missing faces
rebuilt skins list with crystal ARs
Updating skinning for bull/calf
merge from advanced_wooden_crate_gib_fix