139,725 Commits over 4,352 Days - 1.34cph!

Just Now
partial fix for point/spot light biasing inconsistency with BiRP
37 Minutes Ago
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42 Minutes Ago
Loadout sorting, item count text and added empty item icon background for VirtualItemIcon
42 Minutes Ago
Add toast error for looting in safe zones
44 Minutes Ago
Fixed FlexVirtualScroll on disabled gameobjects
44 Minutes Ago
Fix virtual scroll top and bottom spacers from not being set to the correct height in some instances We werent using min and max height properly
1 Hour Ago
repro
1 Hour Ago
indirect_instancing.buffer_upload_mode NRE fix
1 Hour Ago
merge from main
1 Hour Ago
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1 Hour Ago
m16a2 viewmodel prefab scale edit and anims
1 Hour Ago
merged main -> rust_relay_server
1 Hour Ago
pre merge (resolved packet sending issue)
1 Hour Ago
kiosk b update
2 Hours Ago
fixed check for is in lake
2 Hours Ago
S2P both oil rigs
2 Hours Ago
Exclude particle systems from S2P flattening, breaks sub emitters like the oil rig flame
2 Hours Ago
code clean up and refactor for better ocean/river/lake waterflow calculations
2 Hours Ago
lots more charm attachment points
3 Hours Ago
Loadout widgets show belt and wearables items
3 Hours Ago
merge from reapply_136367
4 Hours Ago
Kitchen Mod Set 1 update
4 Hours Ago
Minor cleanups Remove duplicate voice_scale from the blocked list Apply some clientleafsystem index checks from TF2 SDK Remove explosion sound from Emitter's underwater explosion Minor changes to util.SpriteTrail * No entity leakage on Lua error Fixed some compile warnings Fix a NPE crash with network transmission check Change Hammers ???? spawn flag to a more descriptive text Restore gmod_language cvar for dedicated servers * Kinda lame that I have to do this, but in order to not break stuff Apply some validations to shader API Use actual model scale for jiggle bone scaling * It was calculating the scale from bone orientation before (??) which was causing oscillations on some models when unscaled Make joystick input add to mouse delta, not replace it * Since the player can still use both at the same time, both affecting mouse delta at the same time makes sense, no? This is also consistent with how viewangles are handled I think Merged Pull Requests * TTT: translatability improvements * TTT: use GMod language setting by default * TTT: Equipment menu sorting options * Menu: Optimise digest scheduling * Pass along GM:AdjustMouseSensitivity's arguments to weapons Make BuildFromTriangles read weights from util.GetModelMeshes * It will only read 2 weights max naturally, while util.GetModelMeshes will return up to 3! More ent_create NPE crash fixes vgui_slideshow_display refuses to scan invalid folders for slides Delete a few more "test" concommands * This includes collision_test, kdtree_test, voxeltree_view, voxeltree_playerview, voxeltree_box, voxeltree_sphere Add 2 new parameters to VRAD * `-LeafAmbientSampleReduction` and `-AmbientFromLeafCenters` Lets try rebuilding ambient cube indexes for when there are >65536 of em Lets try making singleplayer always select first spawnpoint * This mimics Half-LIfe 2/Portal 1 behavior. so you don't spawn on spawnpoints meant for testing during map development Fixed crashes with SavePresets Fixed decal related crashes with static props * For "clipped vertices" (whatever that means) it would crash, so we prevent that Make template spawned entities be removed if they are not NPCs * This is for NPCMaker entities, when given invalid entity classes to spawn (i.e. not NPC classes), it will now also remove the non NPC entity after spawning it, so they don't fill up the server Do not assign client-only color_correction entities serverside * This fixes map cleanups applying color correction that is not applied when just starting the map Undo some changes to clientside game.CleanupMap() Revert "Lets try making singleplayer always select first spawnpoint" This reverts commit 793dfc845bc7a0523c23224be83629b4303771ea.
4 Hours Ago
merge from new_console-ui
4 Hours Ago
merge from main
4 Hours Ago
merge from iocounter_resetvalue
4 Hours Ago
Auto clamp the counter reset value when typing in the input field
4 Hours Ago
adding wall_tiles_mosaic tileable textures mapped it on the apartment building facade
4 Hours Ago
setting up m16a2 prefbabs
4 Hours Ago
merge from iocounter_resetvalue
4 Days Ago
Add non-halting error when tables have wrong data type * This relates to C functions that expect table inputs. Instead of failing silently, we let the developer know they are doing something wrong Delete particle_test* convars/concommands * Seem useless? Delete simple_bot (simple_bot_add concmd) * Nextbot test entity or something? Delete hunter_shoot_flechette concmd Delete fadein and fadeout console commands * I think that this is never used? Fixed a number of concommands crashing when using on srcds * For example `prop_physics_create` Give weapon_cubemap a unique bucket position * So it doesn't conflict with other built-in weapons. really should update the weapon selector so this isn't even necessary Disable most impulse commands * This includes 76, 81, 82, 83, 102, 106, 107, 108, 195-197, 202 and 203 * All of these are either useless or do nothing, or are replaced by Sandbox. (jeep spawning) Remove some CAI_BaseNPC debug stuff Removes CAI_BaseNPC::m_pDebugNPC, SetDebugNPC, IsDebugNPC which are never used Remove CBasePlayer::m_rgItems (unused) Enable default weapon selector to render weapon slots 7-10 * They will not appear by default (as empty boxes), but if you have a weapon in slot above 6, you can now actually see it Move where model scale limits are enforced * Also delete duplicate m_flModelScale definition in the data table Rework weapon selector weapon positioning * It kinda took too long, but it is no longer possible for weapons to be invisible within the first 10 slots. Everything else should be the same * Removes a few SlotPos related hacks * Fixed slot 10 (bound to 0 by default) having wrong number in the selector, and not being selectable via the bind Minor cleanup Fix a crash with improper usage of prop_ragdoll Fix physgun glow rendering in buildcubemaps * Just a dumb fix. Applied some more changes like not drawing physgun glow if player is invisible Fix potential crashing issues with GetModelMeshes Reset firing delay on weapon holster while in reload animation * So pulling out 357 or crossbow after starting reload doesn't lock you out of doing anything with the weapon for the duration of reload Fix animation canceling with the RPG reload * You can no longer holster and redeploy to bypass the reload animation after firing
4 Hours Ago
More IO counter code cleanup
4 Hours Ago
Revert "Lets try making singleplayer always select first spawnpoint" This reverts commit 793dfc845bc7a0523c23224be83629b4303771ea.
4 Hours Ago
Undo some changes to clientside game.CleanupMap()
5 Hours Ago
Phrases, fixed conflict in PressButton.cs
5 Hours Ago
Can now change the reset value of IO counters Cleaned up some old code
5 Hours Ago
Various final fixes with console input and autocomplete fuckery
5 Hours Ago
Added salvaged axe, bunny costume and new egg to the skin viewer
6 Hours Ago
Updating female bunny costume prefab with burst cloth and correct mesh
6 Hours Ago
Industrial Auto Turret - Initial prefab setup, added blockout model and materials, added skin support for autoturret, manifest, localization
6 Hours Ago
Reapply 136367
6 Hours Ago
Fix top level padding
6 Hours Ago
merge from Armored_ladder_hatch
6 Hours Ago
Re-made armored ladder hatch icons
Today
Ladder hatch crafting pass and techtree
Fix a bunch of borked server compiles
Fix UI_DeveloperTools and UI_ServerAdminUGCEntryPattern.OnVisible not compiling on SERVER builds
Gracefully close the autocomplete window if we click off the search input field
- Dont use selection colour inside the command list input window - Cleanup various autocomplete bugs (0 result searches, not selecting input field etc
- Swap dropdown to Show Client/Show server buttons - Minor code cleanup - Add Claude/Network profiles to ignore.conf