140,291 Commits over 4,505 Days - 1.30cph!

3 Days Ago
Fix stale syncvar inheritance roots being kept around after each weave
3 Days Ago
Remove DETAIL combos, use a single combo, and do it all with runtime branching NUM_LIGHTS is also passed as a constant, remove FLOW_DEBUG and CUBEMAP_LEGACY, unused light slots are zeroed by CommitPixelShaderLighting
3 Days Ago
industrial torch attack was using the wrong sound definition template. was using defualt - cuasing the SFX to be heard from afar. Switched to the same template that the base torch uses.
3 Days Ago
desalination tank collider update. Fromt 28 box/capsule colliders and a mesh collider to just 1 mesh collider
3 Days Ago
Make all combos for LIGHTING_PREVIEW in shaders be 0..0, never used and doubles compile time ShaderAPIWebGPU with Dawn backend ShaderCompiler + Slang
3 Days Ago
Build LuaJIT 2.1 from CPM for all platforms Replace the in-tree LuaJIT 2.0.4 and LuaJIT2.1 trees with a single CPM fetch of upstream 2.1.0-beta3 plus Facepunch/GMod patches. Windows uses msvcbuild; Linux/macOS use make with toolchain CC flags (-m32 / -arch), per-binary-dir build trees, and deps::luajit / deps::luajit_headers. Remove Valve DCC and Xbox 360 dead trees (FuckOff Tier 2) Drop Maya/XSI/Modo/Python SDK headers, sdktools plugins, utils/xbox, per-project x360 .def dirs, unused tier0 Xbox sources, and the unbuilt haptics DLL. Keep common/xbox PC stubs and public haptics headers that the engine still includes.
4 Days Ago
Change ServerInfo from a struct to class, it had no business being a struct at over 156 bytes large
4 Days Ago
network_profiler_improvements_3 -> main
4 Days Ago
New network profiler UI
4 Days Ago
Rework packet capture to work via NetWrite rather than at all the packet send points
4 Days Ago
Fixed a few cases of FileFindHandle_t leaks Minor cleanups Fixed BADDONCONTENT filepaths not being removed on refresh Dropship can die now (Sandbox only) * Updated its model to have correct surface properties type (metal), and be heavier so it falls more naturally Fixed HLMV not working as "Open file with" in Windows * Was complaining about not being able to find gameinfo.txt Citizen tweaks * Make citizens hate gunships (attack chopper + dropship included) if they have an RPG in hands. This allows them to actually shoot those and not just be neutral to those. * Make citizens use "canon" max ammo for giving player ammo check. Stops them from giving ammo forever until player reaches 9999 (by default) Fixed water on d2_coast_10 * 20th anniversary update changed the material that is stored in Source Engine licensee VPKs
4 Days Ago
Add rpcrt4 library dependency for Windows builds Remove dead Source SDK leftovers (legion, avi, unitlib, etc.) Drop unused trees that were never in the CMake product path: Legion, networksystem (used by legion), QuickTime/AVI, shell/autorun, Perforce SDK sources, sdklauncher, Workshopper, chromehtml (not used anymore), unittests/unitlib, and related headers. Strip g_pNetworkSystem from tier2 now that networksystem is gone. Win32+win64 Build.bat succeeds after the purge. Remove unicode, seems useless but I can be wrong
4 Days Ago
update from main
4 Days Ago
Remove processor_detect, just send defaults, even the oldest, slowest Nokia you find would have these or equivalent of these in NEON, this isnt 2004 anymore Remove ToGL
4 Days Ago
64-bit version needs unicode project ( could just be on engine or removed???? )
4 Days Ago
Fix Build.bat libcef is a plain import (html_chromium.vpc had no $DelayLoadedDLLs), game DLLs would build on wrong dir, define _DLL_EXT
5 Days Ago
Fix for OnFirstLooted so that RespawnableLootFridge reports correctly.
5 Days Ago
Additional events for fuel switch and water treatment wheel.
5 Days Ago
CMake under src/, add Build.bat and Build.sh for everything Remove GetStackPtr64.masm, do it by using _AddressOfReturnAddress()
5 Days Ago
CMake build system: full VPC replacement Root CMakeLists + presets (win32/win64/linux32/osx32), cmake/SourceEngine.cmake helper layer replacing the source_*_base.vpc chain, CPM dependency layer (cmake/deps/<Name>.cmake -> deps::* targets), CEF 86 + GameAnalytics + D3DX9 downloaded per platform, LuaJIT/Bootil/SQLite/FreeImage absorbed from premake/msvcbuild, ~130 targets converted from .vpc, bitmap ported from nvtc/ATI_Compress blobs to stb_dxt, Kinect feature removed, CI switched to cmake presets. Remove VPC, premake, thirdparty and prebuilt libraries Everything is now fetched, built, or downloaded by CMake: - src/vpc_scripts, src/external/vpc, all 384 .vpc/.vgc files - src/thirdparty (curl/kinect/libedit/sdl/CEF headers/Awesomium) - src/lib prebuilt blobs (cef, curl, speex, sdl2, steam_api, nvtc, GameAnalytics, ati_compress, awesomium, cryptopp...) - src/dx9sdk + src/dx10sdk (Windows SDK + Microsoft.DXSDK.D3DX NuGet now) - src/external/{cryptopp-5.6.5,sdl2}, premake5 + scripts, Dependants.sln, Themida, html_awesomium, GModHTML, old build_scripts, vpc2cmake.py
5 Days Ago
Don't fail server boot if world.cfg is an empty string
5 Days Ago
Lock option on sculpture radial menu now correctly references Sculpture, not signs, codegen
5 Days Ago
orbit_cam_hold -> main
6 Days Ago
merge from main
6 Days Ago
Large crashed train station progress
7 Days Ago
Merge from nexus_fixes
7 Days Ago
Updated Facepunch.Nexus, all player IDs are now ulong instead of strings
7 Days Ago
wip scrap king textures
7 Days Ago
Clamp bot player count to total player count Reduce AR2 default clip to match its clipsize * This is consistent with SMG1 and HL2 behavior Fixed a minor memory leak with CEF implementation Merge Pull Requests * Remove unused NW vars in gmod_thruster code + switch them to datatables * Update spawnmenu search to support multiple search terms
7 Days Ago
apply prefab to scene, S2P Gas Station
7 Days Ago
fix gas station better loot spawns not respawning after server restart
7 Days Ago
Water Treatment Plant Maintainables Rework (from helk feedback) - each wheel turned fully adds 180 pressure, which is now equivalent to 3 hours of water flow - max pressure of the tank increased to 360, decay changed to 1/minute - water output per minute scales linearly with pressure in the tank, from 0 to a ConVar configurable amount (default 1020/minute at full pressure) - when pressure falls to 0, water flow stops and the water in the pipes begins to evaporate at a rate of 200/minute - (WIP) number roughly balance out to a fully pressurized water pipe being 2x as good as a freshwater pump, including IO push/autofilling numbers
7 Days Ago
Added pop cap sounds and hooked up, adjusted 3p throw events
7 Days Ago
wip scrap king building skin - initial setup, materials, textures, test blocks
7 Days Ago
Added cap world model (in case we decide to add it to the left hand)
7 Days Ago
Renamed the flare folder from 'FlareOld' to 'Flare' (groundbreaking stuff and will probably break the internet)
7 Days Ago
removed animator from .weapon prefab
7 Days Ago
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
7 Days Ago
latest glass ar admire anim exported
7 Days Ago
updated events so flare appears more realistically back in hand in 3p
7 Days Ago
puzzle setup, placed doors, started splitting up stations into rooms
7 Days Ago
Fixed glitch
7 Days Ago
fix ADS jitter with the shield on your back
7 Days Ago
Taper and fade the last few seconds of satellite trail right before impact so that the trail looks nicer/more natural while it hangs around post-impact.
7 Days Ago
snow machine, discoball, strobe light and drone now proper have world models LOD0 optimised to be cheaper than burlap sack
7 Days Ago
- added jellyfish test assets
7 Days Ago
Small room i lookdeving
7 Days Ago
Debug overlay
7 Days Ago
- added seagull asset for testing
7 Days Ago
Fixed a spelling mistake in the SpatialBiomeFogCamera's CommandBufferDesc name