139,599 Commits over 4,352 Days - 1.34cph!

Yesterday
merge from main preserve destination deletes of meta files
Yesterday
merge from main
Yesterday
merge from main preserve destination deletes of meta files
Yesterday
Check any workshop prefab when finding skinnable, fixes BBQ not found.
Yesterday
Fixed first person light effect not working
Yesterday
Merge from main
Yesterday
Merge from cannon_hit_slowdown_revert
Yesterday
Merge from bb_triangle_floor_frame_fix
Yesterday
Merge from brutalist_skin_shadows_fix
Yesterday
Merge from camera_fog_fix
Yesterday
Merge from manifest_size_optimization
Yesterday
Merge from server_side_server_list_filters
Yesterday
Merge from easter_fixes_2026
Yesterday
Fixed incorrect item id on ladder hatch
Yesterday
Merge from armored_ladder_hatch
Yesterday
Merge from shield_idle_collider
Yesterday
Fix local shield collider being disabled permanently after attacking (wouldn't have actually affected any server side hit detection)
Yesterday
Merge from main
Yesterday
Merge from shield_idle_collider
Yesterday
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Yesterday
Merge from Armored_ladder_hatch
Yesterday
Descriptions, fix guide mesh offset on triangle
Yesterday
Temp crafting costs
Yesterday
Icons
Yesterday
Triangle hatch prefab setup Enable r/w on collision meshes
Yesterday
Apply primitive cylinder colliders to top and bottom hatches
Yesterday
Allow held items on water wheel mountable Apply same hack as rocking chair - apply parameters inside ForceUpdatePlayerModel but still return false
2 Days Ago
Merge from viewmodel_early_disable_fix
2 Days Ago
Fix viewmodels disappearing when held with a shield Fix warning about viewmodels receiving the clear event when they are not setup to clear
2 Days Ago
charm initial setup on ar, blowpipe, blunderbuss, bolt, comp bow, crossbow, custom smg, dbs, dragon rocket launcher, eoka, flamethrower
2 Days Ago
Make BuildFromTriangles read weights from util.GetModelMeshes * It will only read 2 weights max naturally, while util.GetModelMeshes will return up to 3!
2 Days Ago
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
2 Days Ago
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2 Days Ago
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2 Days Ago
Updated eyetransform in rustplayer.fbx
2 Days Ago
Bugfix(tests): fix invalid position logic in ServerOcclusionGroup tests Tests: unit tests pass
2 Days Ago
charms cleanup, fixed jittering issue, rotated and scaled better, tweaked AR position
2 Days Ago
restore
2 Days Ago
merge from main
2 Days Ago
Updated server side ragdoll bone pos data
2 Days Ago
Apartment complex b file cleanup
2 Days Ago
Fix most of the ServerOcclusionGroup tests Default grid size was too small (it just used out of bounds cells before) Fixed IsVisibleFrom to also test against the circular radius Reset some convars that can make the tests fail
2 Days Ago
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2 Days Ago
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2 Days Ago
updated faberge egg H - added full rig - animated excavator
2 Days Ago
Port tiger, panther, croc and naval scientists Will need thorough testing
2 Days Ago
Add todo comments
2 Days Ago
Remove GetCornersNonAlloc helpers and intermediate buffers
2 Days Ago
fix dot product water direction to be absolute, in case wheel is rotated the other way
2 Days Ago
Revert recent changes to new NPCs pathfinding component, they don't need it with the new abstraction around NavMeshAgent and NavMeshPath Port the new wolf as a test, works fine but unlike old NPCs does not support switching at runtime without throwing errors, to investigate