142,093 Commits over 4,536 Days - 1.31cph!

Yesterday
support for burstcloth chains to be fixed at any arbitrary bone, allowing connections at either end
Yesterday
arrows were supposed to gib when on the off-chance they break but they weren't being referenced properly making them just vanish but now they break. added gibbable to the arrow worldmodel
Yesterday
Crystal AK - removed old material, adjusted worldmodel materials with better opacity and refraction levels, tweaked worldmodel lods to avoid opaque pieces/shadows culling too soon
Yesterday
Show the crossbow + other bows arrowhead from the reload animation instead of the network update so it lands on the same frame as the arrow
Yesterday
radwater_buff_2 -> main
Yesterday
Buff sprinkler rads by another 1.5x
Yesterday
russian roulette; - vm for chain parts that connect to guns - reference model to help with anim of chains over the table
Yesterday
Analogue steering support WIP
Yesterday
world model fixes: - kick hazmat fixed missing back faces, now uses single lod texture set isntead of 4to 5 - fixed missing faces on the water pump world model - fixed divingsuit having offset texture on the world model
Yesterday
Bunch of driving improvements + refactor. Driving control set updates.
Yesterday
Fixed combine soldier player model material being broken by git PR: Prevent Lua errors when running gmod_admin_cleanup twice Try keeping Win7/8 support for Hammer for that one guy * Probably shouldn't bother since it affects < 0.1% of Windows users, but it's also a tiny change Added sv_standable_normal Slightly unfix DPanelSelect:OnActivePanelChanged * So it is called even when the current panel is reselected, as some existing stuff (Player Model Editor) relies on it. Still only run associated convars if the selected panel actually changed Prevent Lua errors in Player Model editor due to weird existing mods * Apparently there are mods out there that provide boolean arguments to AddValidModel's new arguments Allow matproxies without a bind function Apply potential fix for procedural bone sizing Keep a reference to custom cubemap while spawnicons are rendered Try to make spawnicon editor size with screen Added render.BindLocalCubemap * Helps custom model rendering, such as icon editor and player model selector * It takes a string as input, so it can handle HDR and non HDR cubemaps for you Adjust icon editor colors to match actual values in spawnicon rendering Draw Icon Editor spawnicon over the background Added ability to overwrite spawnicon rendering lighting * RebuildSpawnIconEx accepts "lightbox" (6 vectors) and "lights" keys (same as render.SetLocalModelLights) * Simple preview - sky is the limit on actual light setups - https://files.facepunch.com/rubat/2026/August26-3166-AcidicArgentineruddyduck.mp4 Apply 10+ loop deep error to PrePlayerDraw Fix the typo in "unlosed" file find handles error Resolve a bunch of double curtime bugs * Pretty much only relates to NPCs Add a null check in CalcDamageForceVector Fixed potential crashes with ragdolls Fixed potential crash with game.MountGMA Fix TTT erroring due to it using base gamemode panels Pull Request: Fix spawnmenu search icons sometimes not having images
Yesterday
Clean: remove profiler disabling on boot Was temp measure code that slipped in Tests: none, trivial change
Yesterday
Merge: from main
Yesterday
Merge: from mt_snapshot_saving - Bugfixes for saving corpse and skipped storage boxes in Jobs 4 mode Tests: spawned and interacted with them
Yesterday
Added missing PostOpaqueDepth to skin viewer cameras
Yesterday
Bugfix: avoid thread race modifying same list when saving DisplayBoxStorage - cache is now an array rather than a list Tests: setup a display box storage, showed items in it, could see contents inside change
Yesterday
Crystal AR page media
Yesterday
Driving controls wip
Yesterday
Arrow world model colider change
Yesterday
Bugfix: eagerly instantiate PaintballColorLookup to avoid it happening on Save, which is not mt safe Tests: spawned on craggy, switched on jobs 4 and shot with a paintball gun
Yesterday
merge from main
Yesterday
merge from main
Yesterday
champagne mortar icon tweak
Yesterday
merge from main
Yesterday
Revert Bootstrap, commited by accident in 162774
Yesterday
Double radiation output of sprinklers with radwater
Yesterday
Fixed settings menu dropdown text not being marked as dynamic Updated the colors to match the rest of the screen while I'm there
Yesterday
WIP control sets. Added initial code support and specific controls sets for: Car / Boat / Heli / Sub / Horse / Train
Yesterday
Fix manifest
Yesterday
Second part missing from the initial commit
Yesterday
statesync tests for events not firing if they're on frame 0
Yesterday
merge from glass_ar - square steam images, pack icon, naming tweaks
Yesterday
added square steam images to crystal ar pack, updated store icon, changed instances of "AR" to "Assault Rifle"
Yesterday
merge from main
Yesterday
First step to port old animals to new AI system (no behaviour change, it just makes them easier to maintain, we'll do proper behaviour rework in the future)
Yesterday
Merge from effect_recycle_glass_fix
Yesterday
detachTime and recycleTime is no longer read only Don't set those times to 0 at build time if no particle system is present Temporary fix for this month, needs a nicer fix next month as those fields should be readonly
Rin
Yesterday
merge from underwaterlabs_monument_blockers
Yesterday
russian roulette; - gibs added - guide prefab - prefab updated - icon updated
Yesterday
merge from medical_honey_bandage
Yesterday
Added missing teas to the cooking workbench cooking visuals All teas spawns the kettle now
Yesterday
Adjusted the world model LODS to match the regular bandage
Yesterday
fix for missing colliders on the frame of the attack heli, allowing unnecessary damage
Yesterday
Moved the NPC spawner slightly away from the monument blocker in one of the modules
Yesterday
Added monument blockers to underwater labs red key card doors
Yesterday
fixed missing back faces of hide poncho world model and optimised lods so last lod is sub 100 triangles
Yesterday
fix to recycle and efficiency worldmodel upgrades for missing faces
Yesterday
rebuilt skins list with crystal ARs
Yesterday
main -> radwater_buff_2