141,428 Commits over 4,383 Days - 1.34cph!

Yesterday
Bugfix: Simplify RecordContext memory management in ServerProfiler.Core - release binaries built from 39f0cfa4 Worst bug was that 2 threads sharing one recording buffer Tests: recorded a bunch of test coroutines (2 frames worth each) via RecordScope, then ran a perfsnapshot for 10 frames - no issues.
Yesterday
update apartment_complex_monument/prototype
Yesterday
Assign new model prefab to reinforced item Hooked up reinforced model positionining.
Yesterday
server_browser_improvements -> main
Yesterday
Server browser favourites are now optionally put to the top. Users can enable/disable it in filters. This option is saved between sessions
Yesterday
added gibs for all the reinforced tiers and updated reinforced prefabs
Yesterday
Fix the red build block visual preview not showing the smaller zones at the harbors as well as only showing one of the two zones at abandoned cabins Fixed by manually adding the preview prefab to those volumes, S2P both harbors and swamp_c
Yesterday
Merge from main
2 Days Ago
Forgot to include it in the usage help string -.-
2 Days Ago
Reapply 144020 (crypt building skin upgrade_radius) after stomp
2 Days Ago
Merge from ugc_screen_blur_fix
2 Days Ago
Fix missing terrain and foliage in report screenshots
2 Days Ago
Merge from vine_descend_fix
2 Days Ago
console_quickjoin_fix -> main
2 Days Ago
- Ensure typing 'connect' in console will also update the quick join UI - Cleanup PlayerJoin.cs - PlayerJoin is now the main way to tell other systems (ui, history) that we are joining a server. Using client.instance.connect bypasses everything ui related) - PlayerJoin now uses client instance on the backend rather than connect (which is now a wrapper over PlayerJoin)
2 Days Ago
unskinned_windmill -> main
2 Days Ago
Missing instanced mesh filter
2 Days Ago
- Ensure transmission rotates again with the vanes - Rebuild deployable prefab to follow the windmill.prefab instead of doing its own thing - Small overall cleanup
2 Days Ago
main -> unskinned_windmill
2 Days Ago
merge from tincanalarm_v2
2 Days Ago
colliders for the previous batch of prefabs
2 Days Ago
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2 Days Ago
merge from fillmounts_horse_fix
2 Days Ago
merge from main
2 Days Ago
merge from wallpaper_nre_fix2
2 Days Ago
merge from adminui_health_fix
2 Days Ago
merge from Electric_Furnace_Workshop
2 Days Ago
merge from crypt_building_skin
2 Days Ago
Fixed server admin ui player panel health rounding issues, it matches the health vital now
2 Days Ago
Wallpaper OnFrameWhileHeld nre fix attempt
2 Days Ago
Merge from main
2 Days Ago
Merge from main
2 Days Ago
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2 Days Ago
Fixed automatically generated report offensive content screenshot appearing blurry
2 Days Ago
Fixed kapok branch colliders on wrong branch, preventing vine descending
2 Days Ago
Ladder hatch open/close sounds now use small sounds template (was medium)
2 Days Ago
Player model will now switch to swimming animations once water factor is at 0.65 (was 0.5) This matches the internal player movement behaviour - if the water factor is >= 0.65 we apply swiming movement Updated conditions on player animator match (Walk <-> Swim)
2 Days Ago
Burst compile GeneratePipeMesh Add 26 tests for the new pipe merging feature Add debug.spawnPipeStressTest convar, spawns a grid of connected industrial conveyors batching.refresh_pipe_groups will now force a reset of all pipes to the current system
2 Days Ago
Merge from heightmap_bake_fix
2 Days Ago
Use RGBA32 for heightmap baking
2 Days Ago
Fix pipe merging conflicting materials
3 Days Ago
Subtract 147642 (we want duplicated jog animations for better player responsiveness)
3 Days Ago
Merge from main, no conflicts
3 Days Ago
Fix Linux SRCDS failing to build
3 Days Ago
Disallow duplicating gmod_hands * There's a save on workshop that somehow has 7000 of the things, which I don't expect to be intentional. 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
3 Days Ago
Add test for meshes used by particle systems having RW enabled Improve the mesh collider test
3 Days Ago
merge from main
3 Days Ago
apartment complex windows/doorframes and glass lods and prefabs
3 Days Ago
concrete debris and rebar lods and prefabs
4 Days Ago
Male hairset light No transmission on buzzcut materials