142,057 Commits over 4,383 Days - 1.35cph!

2 Days Ago
merge from main
2 Days Ago
Merge: from remove_netgroup_prealloc - Optim: NetGroup objects are now lazy allocated, saves 150MB Tests: ran unit tests, ran around on craggy
2 Days Ago
Update: cleanup ClientVisibilityProvider when disconnecting from the server Tests: disconencted from local server
2 Days Ago
Removed a ladder trigger that was blocking the way up in cave_large_medium - was missing trigger enable
2 Days Ago
WIP fix for mounting players to small trophy Fix NRE, still not appearing though
2 Days Ago
Merge: from main
2 Days Ago
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Cinematic particle mode sets EffectRecycle play mode to looping Don't modify loop state on particle effect
2 Days Ago
Cleanup, fixed some duplicated stuff from the shelves work
2 Days Ago
Add blending between aimdir pitch and reload animation.
2 Days Ago
Fixed some redirects
2 Days Ago
Fix mortar controller transitions not having any conditions
2 Days Ago
Added skinnable assets for half height and single height shelves to support future spraycan functionality Can't test right now as there's only one version of those entities
2 Days Ago
Merge from main
2 Days Ago
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Setup fire effect properly, add effect recycle to muzzle fire fx
2 Days Ago
Animate mortar during loading, disable the animator outside of loading.
2 Days Ago
Attempted fix for 'A session is already active.' EAC error
2 Days Ago
Fixed another case where unequipping a mobile phone mid-call would prevent interactions server side
2 Days Ago
boatai_los_swapfix -> main
2 Days Ago
- Add a timer based LOS grace period to PlayerTarget acquisition, if LOS has been broken for longer than 10 seconds then drop the target. - Don't LOS to just the main body of the player (to prevent cheese)
2 Days Ago
main -> vendingmachine_ui_refresh
2 Days Ago
- Minor polish
2 Days Ago
Missed files
2 Days Ago
Can now make fulll vending order with drag/drop
2 Days Ago
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
2 Days Ago
Average male head model/prefab/skin set Short scruffy beard models/lods/textures/prefabs (not accessible yet)
2 Days Ago
Fix ItemContainer.Take() leaking items when a null list is passed in - used when taking items from a container but not keeping them (like crafting)
2 Days Ago
Fix virtual icon dragging not working
2 Days Ago
merge from deepseamarkers_mlrs_fix
2 Days Ago
Fixed deep sea portal marker masking issues with MLRS's map
2 Days Ago
Merge from main (no conflicts)
3 Days Ago
Static prop lantern consistency. Red spotlights on Excavator fixes.
3 Days Ago
These too.
3 Days Ago
Missed some files.
3 Days Ago
Monument fixes.
3 Days Ago
Add drag support to the fake slot and inventory system (not working properly yet)
3 Days Ago
- Create a fake inventory system in the vending admin dialog to show off all of the vending machines inventory - Add light and dark colouring to each of the search entries - Add emoji support to the shop name - Restyled emoji window to fit in with the new theming
3 Days Ago
Fix drive system not working fully in TTT
3 Days Ago
add workshop on/off toggle for electric furnace effects
3 Days Ago
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 Fix Linux SRCDS failing to build Fixed bugbait crashing in a certain scenario Prevent invalid VTF file flags from crashing the game For TEXTUREFLAGS_RENDERTARGET / TEXTUREFLAGS_DEPTHRENDERTARGET flags, instead of refusing to load these files, simply remove the flag so we don't crash later on. These flags are invalid to be in files. Added SENT_AI:ResolveCustomFlyCollision( trace, vecVel ) Fix player NPC squad HUD not having a background * Also make the HUD element fit all NPCs following you (up to 16 right now) Delete some unused CGarrysMod stuff * Also block building_cubemaps convar (can still read it) * Removes IGarrysMod::MD5String, PlaySound, GetMapName * Removes CGarrysMod::SteamLogon, UpdateVGUI, MD5String, PlaySound, LoadDLLModule, GetMapName, GetServerAddress, m_ServerAddress, IsSteamOverlayActive, OnGameOverlayActivated Bump renderData to 16MB max * Was 4.4 MB. This is a bandaid fix for many skinned meshes existing on screen at once causing crashes (on x86-64) Prevent NPEs in FireBullets Some RenderData nullptr checks Minor change for FlashlightState_t mem layout Discard certain saverestore types * CSoundPatch, CTakeDamageInfo, CEffectData will no longer throw errors Invert Green channel on citizen sleeve c_model normal Unfix door_03_slotted_left.mdl skins Remove recently added DebuggerBreak call
3 Days Ago
Update: dispose netgroups when NetVisGrid gets disabled Tests: booted into craggy and stopped - no errors
3 Days Ago
Clean: remove Provider.Init method Tests: ran UpdateSubscriptionConsistency test, booted into craggy
3 Days Ago
Fix branch differences not compiling
3 Days Ago
workbench upgrades gibs added
3 Days Ago
workbench gibs fbx added