135,719 Commits over 4,293 Days - 1.32cph!

Yesterday
mountplayersync_ai_bypass
Yesterday
Roll out parenting syncing to the turret seat and the double 50 cal seat
Yesterday
Merge: from playerinventory_oncycle_optim - Buildfix for client Tests: none, trivial change
Yesterday
Buildfix: add SERVER guards Tests: none, trivial change
Yesterday
Fixed incorrect set parent check on the right branch this time
Yesterday
Merge: from playerinventory_oncycle_optim - Bugfix for exception of duplicate key when loading container with cookables Tests: unit tests
Yesterday
Fix Lua errors when NPCs use Fists and Camera SWEPs Remove XZip from Bootil Update FastLZ lib Fix some compile warnings in Bootil Fix "Error" and "ErrorNoHalt" not firing OnLuaError on SRCDS Fixed a crash with running "+showbudget" on srcds Add type checking to Entity:PhysicsInitConvex second arg Fixed some potentially crashy issues Merged Pull Requests * Don't reset Player Counts on serverside Lua Refresh of Sandbox-derived gamemodes * Micro optimization for sql.QueryValue * TTT: Fix auto weapon spawning on non-TTT maps Fixed smscorch2_subrect.vmt having wrong texture offset Fix "Couldn't create player_connect event" appearing on success Apply some NPE checks to render data cache Fix player model eyes pointing elsewhere when singleplayer is paused Minor cleanup Added vec = game.GetWindSpeed( vec pos = nil ) * Optional arg that takes into account wind controllers with radius above -1 * Without arg = only use the global controller (if one exists) * position argument unfortunately will not do anything on client yet because the env_wind position is never networked to the clients * Function is shared
Yesterday
Bugfix: ItemCointainer loading items no longer throws due to stale itemsWithOnCycle Fixed by resetting itemsWithOnCycle before population Tests: unit tests
Yesterday
Fixed incorrect set parent check
Yesterday
corpse tweaks for various boxes
Yesterday
surface material for various boxes
Yesterday
Deleting more old menu stuff
Yesterday
pt_boat_fixes -> main
Yesterday
main -> mountplayersync_ai_bypass
Yesterday
Add another query check for native grids. dont set water infos if queries dont find anything
Yesterday
Audio chanes for the large creak sounds on modular boats steering
Yesterday
Started deleting old menu stuff, moved things around
Yesterday
Get rid of a .toarray
Yesterday
stone box matrix added, icon updated, prefabs updated
Yesterday
Added skip main menu warmup option to the preferences Sort pref fields alphabetically
Yesterday
Update: add TestLoad that exposes a bug for caching onCycle Still not the one I'm looking for, but would bite eventually Tests: ran unit test - fails as expected
Yesterday
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Yesterday
Dev tools tab are instantiated on init instead of sitting in the prefab Admin only tab setup Added teleport button to admin UI player panel
2 Days Ago
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2 Days Ago
cherrypicking 139699 Mark Box_2, Santa-Hat, snowman fbx's as r/w
2 Days Ago
merge from sss_profile_cleanup
2 Days Ago
merge from naval_update
2 Days Ago
merge from naval_ITem_desc
2 Days Ago
main -> naval_update
2 Days Ago
merge from naval_update
2 Days Ago
merge from planner_viewmodel_clipping_fix
2 Days Ago
merge from adventcalendar_resetstate
2 Days Ago
merge from rpg_redirect_fix
2 Days Ago
merge from Youtooz_GroundwatchFix
2 Days Ago
merge from TechTreeT2_Muzzlebrakefix
2 Days Ago
merge from BearSkinRug2_Reloaded
2 Days Ago
merge from Xmas_CollisionMesh_Fix
2 Days Ago
merge from building_blocks_skin_and_fixes_dec25
2 Days Ago
merge from YouTooz scientist plushies LOD fix
2 Days Ago
cherrypicking bamboo_shelve_stacking
2 Days Ago
upressed SKS skinnable texture submissions to 2k from 1k
2 Days Ago
Merge from main
2 Days Ago
scrap box matrix added, updated icon, prefabs updated
2 Days Ago
supply lightdir/color for water again, adjust texture formats
2 Days Ago
fix double-rendering atmosphere
2 Days Ago
sync Rust.RenderPipeline changes: - fix missing shader parameter for legacy shadow caster shaders - render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render) - make camera context directly accessible by the camera component - add RustRenderPipeline pipeline shader tag
2 Days Ago
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat
2 Days Ago
Animate cannon fuse to show whether the cannon is loaded or not, keeping this as a backup.
2 Days Ago
Merge from artist_pack_dlc
2 Days Ago
Fixed reactive target collider not updating on the server Reactive target gibs are simplified, gib meshes are no longer r/w