142,374 Commits over 4,383 Days - 1.35cph!

7 Minutes Ago
Fix prediction errors being "stronger" at high curtimes * Bumping into props at high curtime was causing velocity "mispredicitons" to be more severe than they should be. Remove CThinkSyncTester from client builds (unused) Bump Steam.inf Removing unused TempEnt networking * Te_Explosion, Te_FootPrintDecal, TE_LargeFunnel Removed some unused globals * To do with goldSrc legacy effect systems * Remove some obsolete networked fields for TEBloodSprite (probably should nuke this entirely) Remove unused fields from env_explosion * env_explosion has fields to do with fireball sprite, value of which is never actually used. So we remove it. Remove some useless sprite precaches clientside * Doesn't seem to cause any side effects in my testing, sprites from HL1 era effects, mostly bubbles, smoke, lasers, explosions
30 Minutes Ago
Clean: removed FilterInvalidPlayers now that I've validated that all kicks were grouped at end - cleaned up comments that pointed out kick locations Tests: none, trivial change
34 Minutes Ago
industrial electric furnace - added lods - split glass and furnace - updated item skin - updated prefab
39 Minutes Ago
Bugfix: avoid NRE after kicking a player while iterating over a player cache - consolidated all kicks in ServerUpdateParallel to end of the method Tests: got kicked for terrain violations, no NRE
47 Minutes Ago
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
58 Minutes Ago
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
1 Hour Ago
Potential fix for scientists not spawning on cargo
1 Hour Ago
Fix minor typo in WhatUsesThis
1 Hour Ago
Merge fixes.
1 Hour Ago
Delete old wolf prefab and class, a consequence of this is that the population convar is now "wolf2.population", todo rename wolf2 to wolf
1 Hour Ago
Update: StableObjectArray.RemoveAtSwapback can now optionally invalidate stable indices - added unit tests Should help us maintain packed state of dependent arrays - will start converting current use cases next. Tests: ran unit tests
2 Hours Ago
merge from main -> fix_dynamic_occlusion_pausing
2 Hours Ago
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
2 Hours Ago
simplified encryption again
3 Hours Ago
Simplify encryption
3 Hours Ago
Merge from main
3 Hours Ago
All remaining monument fixes.
3 Hours Ago
Fixed a bunch of errors when baking and using the LOD baker tool
3 Hours Ago
merge from playerboat_droppeditem_parent_fix
3 Hours Ago
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
3 Hours Ago
main -> vendingmachine_ui_refresh
3 Hours Ago
Block setinfo concommand Try to prevent infinite loops in model animation code Apply "boing" jigglebone fix from TF2 SDK PRs * Fixes some models becoming invisible due to jigglebones * ValveSoftware/source-sdk-2013/pull/1721 Fix crash with dropship at entity limit w/ strider container Minor changes & cleanups Adjust airboat flashlight * Make it a bit brighter, make it shine a bit father, and fix weird horizontal cutting off due to vertical FOV More nullptr checks for when at entity limit * Stalker, Combine Cannon effects More cleanups for consistency Fix inverted condition on some Lua funcs, oopsie Disallow physics functions on players * Is there any reason to allow this? Add VPROF scope to IsPhysicsObjectValid Remove VPROF from GetType (& minor cleanups) Get rid of remaining CSteamAPIContext references * Enables updating Steamworks SDK to latest versions * Maybe fixed getting notifications in chat for already unlocked achievements Only disallow SOME characters from concommand names * Spaces, newlines, tabs, etc., for backwards compatibility with poor decisions in the past More cleanups * Deletes CPropAirboat::CreateAntiFlipConstraint (unused) * Delete unused fields on some tempents clientside Restrict control characters from concommand names as well * Surely no language uses those, I think concommand.Add throws error when giving invalid params Rollback changes to Player::GetEyeTrace * it causes bugs with existing mods, and the perf gains on client are negligible. On server, well, it causes bugs with existing mods Minor cleanups Force ragdoll light origin to the first physics bone * This fixes strider and some other models appearing black after spawning Fixed light origin on a bunch of PHX props * So when the props are spawned, they don't turn pitch black immediately or at certain resting angles * ~200 models affected Update some other model illumpositions * Seats, that one crate gib, alyxgun and annabelle * Fixed normals on stunstick world model Include notification font reduction * Somehow it was never included in the previous HUD related commit
3 Hours Ago
range and accelerated visuals LODs and material setup prefabs replaced and updated.
3 Hours Ago
Updated encryption strategy
3 Hours Ago
removed sneaky anim event sfx from 3p sitting anims
3 Hours Ago
exported unique firecracker 3p animations and linked to new holdtype anim controller
3 Hours Ago
merge from pooltable_and_dartboard_models -> darts_minigame
3 Hours Ago
init darts minigame branch
3 Hours Ago
4 Hours Ago
Added optional encryption to Rust Relay
4 Hours Ago
Fixed final vending entry pushing itself out the screen
4 Hours Ago
Swap to a string builder to save a few allocations when updating dynamic pricing
4 Hours Ago
merge from deepsea_navmesh_optims
4 Hours Ago
When the deep sea opens, wait for island navmesh bake to finish before starting the next Added deepsea.navmesh_spawninterval (was using entity interval before)
4 Hours Ago
Dynamic pricing support (nearly there!)
5 Hours Ago
merge from dragbyangle_rebalance
5 Hours Ago
Added combining of source meshes and materials in the LOD Baker tool to make it compatible with the baking script
5 Hours Ago
merge from main
5 Hours Ago
merge from deepsea_loot_balance
5 Hours Ago
Tweaked deep sea loot: - Initial loot when the sea opens slightly reduced (~15%) - Respawn cycles cap at ~30% of a full fill instead of slowly refilling back to 100% Added deepsea.loot_scale and deepsea.loot_respawn_scale convars
5 Hours Ago
merge from playerboat_player_transfer_fix
5 Hours Ago
replicated previous fix in jobs version of code
5 Hours Ago
merge from playerboat_player_transfer_fix
5 Hours Ago
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5 Hours Ago
merge from main
5 Hours Ago
merge from spraycan_barrels_support
5 Hours Ago
fixed shallow wall shelves skinnable redirect to shallow shelves not half
6 Hours Ago
Prefix nav logs correctly in RustNavmeshAgent
6 Hours Ago
Convert all old scientists to use new navmesh agent
6 Hours Ago
Merge from terrain_renderer