141,734 Commits over 4,383 Days - 1.35cph!

11 Days Ago
put vclouds/vfog stuff under sky dome prefab so all scenes that have the sky dome pick them up automatically. should get rid of all black sky issues and workshop error
11 Days Ago
Added playground.hair to test dye sets Added mid length dye materials Added mid-length gradient map
11 Days Ago
merge from main
11 Days Ago
fix water wheel pushing splash sound effect playing when the wheel is on land
11 Days Ago
tier 3 reinforcement plates, lods and prefab setup
11 Days Ago
Added mid-length style
11 Days Ago
Fix remove default unity terrain check from map render
11 Days Ago
Play poof particles when fuse becomes visible
11 Days Ago
merge from junkyard_greencard_fix - build
11 Days Ago
merge from wiretool_fluidtankboat_fix
11 Days Ago
merge from devtools_escape_fix
11 Days Ago
merge from adminui_copy_fix
11 Days Ago
merge from loadoutUI_refresh_fix
11 Days Ago
merge from waterwheel_deployable
11 Days Ago
merge from skinviewer_chickencostume_bc_fix
11 Days Ago
merge from sessionmodal_fixes
11 Days Ago
merge from vclouds_refl_error_fix
11 Days Ago
merge from storehero_text_fix
11 Days Ago
update from main
11 Days Ago
update from main
11 Days Ago
Remove fuse lighting from mortar. Add instantly firing on reload. Fix firing point not being attached to the mortar. Implement distance text Implement velocity calc for mortar firing. Remove aim direction resetting on reload (old inherited behaviour) (Mortar seems functional, needs randomness and recoil.)
11 Days Ago
Make some progress getting Rust/Standard to work with BatchRendererGroup
11 Days Ago
Update "Rejected transfer of" warning to be more descriptive * And also moved it after existing file check, so it doesn't spit out misleading warnings Add .ani to serverDL whitelist Fixed Lua error with duplicator's control panel Clamp down on more invalid paths Turn some console messages into warnings so they are easier to see Reduce scheme max font size to 150 * Fixes some weapon selection icons not having their blur at 160 More killicon aliases Vehicles inherit physics icon, hl1 mp5 and grenades use HL2 alternatives More BMS NPC placeholders * I am not even sure I should be doing this. Adds the zombie variations, sets the human grunt models, randomizes faces Consistently apply ammo HUD coloring when empty
11 Days Ago
Revert unnecessary changes to GetCloseConnections, HasCloseConnections, and HasConnections that was causing server perf issues
11 Days Ago
FlexVirtualScroll:GetItem NRE fix attempt
11 Days Ago
Added salvaged axe
11 Days Ago
merge
11 Days Ago
Fixed title text not showing if the url is empty (igno Url can now redirect to any store subtab
11 Days Ago
Fixed store hero title text not showing
11 Days Ago
Added and set up conditional meshes for wooden armor jacket and pants male and female
11 Days Ago
Bitumen roof texture set rework and masks
11 Days Ago
Renamed bitument roof textures for consistency
11 Days Ago
Updated ak variants to use custom spine and aim correctly (appears to have rollbacked at some point)
11 Days Ago
fix addfriend auth failure when TC/Privelege is not visible
11 Days Ago
Fixed chicken costume skin viewer burst cloth
11 Days Ago
Update: ServerProfiler.Init now resets managed internal state - also added handle cleanup to ScopeRecorder and SlowScopeRecorder dispose, in case double-dispose gets called This reduces test boilerplate slightly (as scope recorders have a timeout) Tests: ran unit tests - they pass. still chasing native storage corruption
11 Days Ago
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11 Days Ago
exported latest crossbow bowless viewmodel  anims
11 Days Ago
Bowless Crossbow - updated worldmodel LODs to match the base crossbow
11 Days Ago
Added machete sounds and butcher knife inventory sounds
11 Days Ago
creating crossbow bowless viewmodel  anims
11 Days Ago
added workbench tier 1/2 reinforced upgrades textures/materials + LODs (gibs still need to be made)
11 Days Ago
DDraw.Arrow passes distanceFade and zTest params to the Line() call correctly (was just repsected by the arrow head)
11 Days Ago
basis for bridge generation, just finding bridge segments on road paths and breaking down into entry/middle/exit sections
11 Days Ago
Bugfix: when exporting a snapshot from recorder scopes skip fast-forward logic to 0 callstack depth Tests: recorded coroutine, was able to see all 3 log calls (before yield, after 1st yield and before yield break). But something's corrupting memory for subsequent perfsnapshots
11 Days Ago
Added support for interleaved cached shadow rendering and added a new set of convars for controlling shadow caching settings
11 Days Ago
merge from playerrigupdate2
11 Days Ago
Merge: from serverprofiler_recordscope_pause Need it for experiments with profiling coroutines
11 Days Ago
Hook up mortar to overlay, setup pitch/yaw rotation on mortar, fix not being able to get close to the mortar because of old colliders, fix pitch clamp to match mortar angles 0-45. Start cleaning up and removing a lot of objects from the old prefab.
11 Days Ago
Add a generic overlay to use with mortar's distance text - basically just binocular overlay without the scope.