136,813 Commits over 4,444 Days - 1.28cph!

1 Year Ago
Sea moss tests
1 Year Ago
Hopefully fixes and improvements
1 Year Ago
Close opened page and modals when closing the store
1 Year Ago
M15 - fixed issues with barrel attachments not working in 1p and 3p
1 Year Ago
Close steam inventory opened modal when switching tab Code cleanup
1 Year Ago
Fixed compile error due to branch differences
1 Year Ago
Removing some PS3 specific stuff from tier0 Minor cleanups from main Reduce OBS_MODE_DEATHCAM time from 3 seconds to 1 second Added some sanity checks when loading VTF files and possibly running out of memory. Edit Entity window now shows prettier entity name (Community Contribution) string.ToColor micro-optimization (Community Contribution) More strict shader file whitelist (Requiring to be in `shaders/fxc/`) Delete unused CDispInfo.m_pTags Try to provide some useful info to "hit surface has no samples" warning Fixed operator precedence in a certain validity check Minor cleanups Added more checks for invalid values Increase MAX_NODES to 8192 (from 4096) Sanity checks for VTF loading Minor cleanups Fixed some issues with save/load system UniqueID/SteamID consistency for multirun clients UniqueID will still be inconsistent for multirun clients because its based on data clients can't know Only allow sound precache on level transitions/game load Should help with singleplayer players and addons with hundreds of sounds per weapon Apply FCVAR_CHEAT to r_pixelfog
1 Year Ago
Added Counter-Strike: Source content to Garry's Mod Separate VPK with models, sounds and materials/textures that is mounted if CS:S is not manually mounted. The version shipped with GMod does not have any music or voice over, duplicate content or any of the maps. Fix compile issue on posix Move VPK.exe to Tools (internally) Update GameUI.vpc Remove links to dead valve websites, link to VDC (Hammer & tools) VPC Cleanups + build soundsystem.dll/vtex.exe instead of shipping a prebuilt soundsystem is used by Hammer, and is built automatically on x86-64 beta. vtex.exe is also built on that beta Removed duplicated projects from VPC groups, rearranged tool stuff Remove 1 more dead link from Hammer Merge KeyValue leak fixes from TF2 SDK Some of them were already fixed Adding Half-Life 2 Episodic content as fallbacks Again, no voice over or music, but models, materials and sound shipped. Remove sw.vtx from CSS vpk Enable Episodic spawnmenu content (NPCs/Vehicle/Entity) by default
1 Year Ago
DLC tab layout fixes Some localization bits
1 Year Ago
Close skin modal when switching store tab
1 Year Ago
m15 attachment updates
1 Year Ago
Store overlay page layout changes
1 Year Ago
Fixed store featuring loading
1 Year Ago
Hide SteamID in ReportPlayer menu
1 Year Ago
Simulate placement with the container corpse check before commiting to one snap type
1 Year Ago
Fixed broken material on rust plus popup
1 Year Ago
Fixed DLC tab 'view on steam' button size
1 Year Ago
Fixed incorrect on toggle changed button being used
1 Year Ago
Setup Server Browser cache
1 Year Ago
Made shadows toggleable
1 Year Ago
Local phrases update
1 Year Ago
merge from main
1 Year Ago
Store overlay page carrousel scroll, arrow buttons
1 Year Ago
snap_deployable_improvements -> main
1 Year Ago
Fixed computer station snapping Fixed cooking workbench snapping
1 Year Ago
do not copy shadow mode from renderer to avoid rendering shadows twice
1 Year Ago
revert protocol version
1 Year Ago
merge from main
1 Year Ago
snap_deployment_improvements -> main
1 Year Ago
Further refinements to snapping feel
1 Year Ago
Fixed screen mode setting changing the wrong convar
1 Year Ago
Fix bug which could cause a 'wall' to be returned when it should've been deployable snapping Prevent corner hits from easily hitting the floor Ensured float checks on score dont lose float accuracy
1 Year Ago
Bugfix: BaseRaidBench - make sure weapon flags are synced with held state Tests: ran the scene
1 Year Ago
added Projectile.UseBatched ClientVar to switch between serial and batched tick for projectiles
1 Year Ago
Update: BaseRaidBench - give players projectile weapons on spawn For what-ever reason, doesn't appear in hands(instead on back), despite being reported as "held". Still investigating Tests: ran the bench scene
1 Year Ago
Fix Typo in ServerAdminPlayerInfo
1 Year Ago
1 Year Ago
Finishing up blend layers on floating walkways
1 Year Ago
Jobified trace-testing in HitboxSystem, also replacing local NativeArray helper function with existing Expand static extension
1 Year Ago
Fixed some old sins in debug.cs (static public -> public static) and fixed old typo in debug.invis description text
1 Year Ago
Exclude soft mask assembly from obfuscation
1 Year Ago
corrected InitializeVelocity on projectile to keep Projectile performance test consistent between runs (increased run-count)
1 Year Ago
merge from store-june-2025
1 Year Ago
merge from legacy_wall_gate_sitem
1 Year Ago
merge from player_report_endpoint_changes
1 Year Ago
merge from compound_spawn_tweaks
1 Year Ago
ghost ship trawler exterior textures resize on many onboard props ship name decal prep
1 Year Ago
Admin command `debug.invis` now displays GameUI when invis is active https://files.facepunch.com/jacob/1b0111b1/Unity_mEGC9tT2nm.png
1 Year Ago
Water barrel cant snap to other water barrels, bounds are too hard to work with
1 Year Ago
snap_deployable_improvements -> main