141,281 Commits over 4,383 Days - 1.34cph!

Today
Increasing build step timeout by 5 minutes to allow FPBuild to handle zombie process properly
Today
Add apartment complex to Scene top context menu
Today
Update scientist for new navmesh
Today
Bugfix: Simplify RecordContext memory management in ServerProfiler.Core - release binaries built from 39f0cfa4 Worst bug was that 2 threads sharing one recording buffer Tests: recorded a bunch of test coroutines (2 frames worth each) via RecordScope, then ran a perfsnapshot for 10 frames - no issues.
Today
update apartment_complex_monument/prototype
Today
Assign new model prefab to reinforced item Hooked up reinforced model positionining.
server_browser_improvements -> main
Server browser favourites are now optionally put to the top. Users can enable/disable it in filters. This option is saved between sessions
Today
added gibs for all the reinforced tiers and updated reinforced prefabs
Today
Fix the red build block visual preview not showing the smaller zones at the harbors as well as only showing one of the two zones at abandoned cabins Fixed by manually adding the preview prefab to those volumes, S2P both harbors and swamp_c
Today
Merge from main
Today
Forgot to include it in the usage help string -.-
Today
Reapply 144020 (crypt building skin upgrade_radius) after stomp
Today
Merge from ugc_screen_blur_fix
Today
Fix missing terrain and foliage in report screenshots
Today
Merge from vine_descend_fix
console_quickjoin_fix -> main
- Ensure typing 'connect' in console will also update the quick join UI - Cleanup PlayerJoin.cs - PlayerJoin is now the main way to tell other systems (ui, history) that we are joining a server. Using client.instance.connect bypasses everything ui related) - PlayerJoin now uses client instance on the backend rather than connect (which is now a wrapper over PlayerJoin)
Yesterday
unskinned_windmill -> main
Yesterday
Missing instanced mesh filter
Yesterday
- Ensure transmission rotates again with the vanes - Rebuild deployable prefab to follow the windmill.prefab instead of doing its own thing - Small overall cleanup
Yesterday
main -> unskinned_windmill
Yesterday
merge from tincanalarm_v2
Yesterday
colliders for the previous batch of prefabs
Yesterday
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Yesterday
merge from fillmounts_horse_fix
Yesterday
merge from main
Yesterday
merge from wallpaper_nre_fix2
Yesterday
merge from adminui_health_fix
Yesterday
merge from Electric_Furnace_Workshop
Yesterday
merge from crypt_building_skin
Yesterday
Fixed server admin ui player panel health rounding issues, it matches the health vital now
Yesterday
Wallpaper OnFrameWhileHeld nre fix attempt
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
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Yesterday
Fixed automatically generated report offensive content screenshot appearing blurry
Yesterday
Fixed kapok branch colliders on wrong branch, preventing vine descending
Yesterday
Ladder hatch open/close sounds now use small sounds template (was medium)
Yesterday
Player model will now switch to swimming animations once water factor is at 0.65 (was 0.5) This matches the internal player movement behaviour - if the water factor is >= 0.65 we apply swiming movement Updated conditions on player animator match (Walk <-> Swim)
Yesterday
Burst compile GeneratePipeMesh Add 26 tests for the new pipe merging feature Add debug.spawnPipeStressTest convar, spawns a grid of connected industrial conveyors batching.refresh_pipe_groups will now force a reset of all pipes to the current system
Yesterday
Merge from heightmap_bake_fix
Yesterday
Use RGBA32 for heightmap baking
Yesterday
Fix pipe merging conflicting materials
Yesterday
Subtract 147642 (we want duplicated jog animations for better player responsiveness)
Yesterday
Merge from main, no conflicts
Yesterday
Fix Linux SRCDS failing to build
Yesterday
Disallow duplicating gmod_hands * There's a save on workshop that somehow has 7000 of the things, which I don't expect to be intentional. Minor changes to overlay rendering from CS:GO Batched overlay rendering support Merge normal calc for overlay stuff from CS:GO Static prop physics scaling Fix some air being considered water on CSGO dangerzone maps * It was partially fixed for grenade clips, now fixed for drone clips r_staticpropinfo 5 shows static prop bounds * Just for debugging Unhide r_renderoverlaybatch for now
Yesterday
Add test for meshes used by particle systems having RW enabled Improve the mesh collider test
Yesterday
merge from main