191,110 Commits over 4,049 Days - 1.97cph!

Today
Culling volumes for lights. Lighting LOD & bleed optimization.
Today
Looping iteration.
Today
Godrays from the top of the ziggurat. Flare texture tweaks. Lighting update.
Yesterday
merge from main
Yesterday
merge from vendingmachine_storageadaptor_fix
Yesterday
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Yesterday
merge from egghunt_fixes
Yesterday
Blank slate to start work on a new menu
Yesterday
Fixed eggs spawning in ice lakes Fallback to terrain height when the raycast didnt hit
Yesterday
Add ability to put background behind console notify text Increase contimes to 12 by default Added con_bgalpha and con_border
Yesterday
initial prefab setup and folders for jungle/aztec ak
Yesterday
Bugfix: WaterCollision.GetIgnoreIndirect properly fills entire result set Tests: ran unit tests + staging demo playback
Yesterday
added pipe mesh to the ziggurat
Yesterday
Cleanup, removed logs
Yesterday
Cocoknight armor update
Yesterday
Updated Cooked Snake Material Updated Game Manifest Added back Raw Snake Meat Textures
Yesterday
Eggs spawn at water level
Yesterday
Updated LOD distance
Yesterday
Tests: adding TestWaterIgnoreConsistency to further narrow down what is going wrong Tests: ran new unit test, it does fail as begrudgingly expected
Yesterday
Client optims: - Removed Update call from egg entity, moved to a single manager updating all of them - halved the cpu time - Enabled pooling
Yesterday
Prevent tigers from fighting panthers all the time
Yesterday
Zigg tank large -Collision update -LODs -Repack UVs -Feedback pass
Yesterday
Allow setting a custom initial orientation for projectiles
Yesterday
Merge from jungle_update (different tiger spawning rules)
Yesterday
Experiment with different spawning rules for tiger and panther, trying to avoid them spawning too close to each other
Yesterday
Removed Old Snake Raw Textures
Yesterday
Added in Snake Raw Meat and Cooked Meat Materials and Models Setup Snake Cooked Meat Materials and World Model
Yesterday
Merge from env_volume_performance_testing
Yesterday
Set indirect specular render target's alpha to zero when subsurface scattering isn't in use to avoid rendered icons from having back backgrounds
Yesterday
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Yesterday
Enabled raycasting on egg spawned during the event
Yesterday
Easter egg hunt improvements and fixes: - Egg spawn pos is now raycasted instead of using the terrain height map - fixes eggs spawning inside rocks, player bases etc - Initial eggs spawn uses raycast commands and is budgeted and spread out during warmup time
Yesterday
Fix Linux/Mac compile error
Yesterday
Adjusted base clip distance
Yesterday
Prepped prefab for cull volumes.
Yesterday
Throw a warning when trying to create unprecached particles Added 2 new options to console quick options vcollide_wireframe & cl_particle_show_bbox Fixed particle precipitation not precaching the particles This happened when only PCF particle based precipitation types are on the map. Make Linux use the same console.log code path as Windows This concerns Linux dedicated servers only. Makes it so that ANSI command sequences are not written to console.log on Linux SRCDS. Added gmod_cleanup and gmod_camera to KB Options Fix Lua errors with weapon_base when NPCs try to use it TTT: Update French and Ukrainian localizations Added more console warnings with invalid sendprop types Added a bunch of new data to util.GetModelInfo Update Label center alignment with an inset Basically instead of being a minimum value for the X position of the text, the text is centered using the inset as the 0 position, always taking it into account. This is useful for buttons with icons, so the text always appears centered. DButton.SizeToContents improvement Runs InvalidateLayout to ensure the text inset is set to the correct value, implements SizeToContentsX Replace Copy to Clipboard icon with a button for Problems Hopefully will be more obvious what the button is, so ppl are more encouraged to copy the errors and send them to workshop addon devs. Also add icons to quick fix button Added "Copy to clipboard" button to gui.OpenURL dialog Also add icons to buttons. Increase max voice chat channels to 16 (from 5) Try to avoid Lua errors with DButton Fix tonemap system not getting new controller on map cleanup Fix a potential issue with game.CleanUpMap Improvements for util.TableToJson * Throw hatlng errors at all times (instead of non halting ones) * Clear any parsed data before throwing Lua errors, because the Lua errors prevent destructors from running Added "Inflictor" to Bullet structure Affects Entity.FireBullets and the bullet hooks. Inflictor sets the weapon that the damage should be credited to. Attacker being the entity that dealt the damage, i.e. a player Fixed sv_max_usercmd_move_magnitude breaking some mods Panel:PaintAt will touch Z pos only if there are any 0 values Improve player head angle (yaw) when in vehicles Fix the neck snapping when looking backwards from left to right, fix 90 degree offset in prisoner pod Colors from C++ have their metatables Unifies how colors are pushed to Lua, removes hacks Added Panel:GetContentAlignment Added `trigger_teleport_relative` Added m_bBreakable to prop_door_rotating DataDesc Merged Pull Requests * TTT: Fixed inconsistency for default values in terrortown.txt * Changed "Toggle" to "Toggle Key" for Muscle and Hoverball key inputs * Certain Sandbox entity spawning global functions (used for spawnmenu) return the entities they create Use Panel.GetContentAlignment to fix DButton text alignment With recent changes, the text in right click menus in Sandbox was moved to the left unintentionally. So now we use the new function to make it look right for both, left aligned text buttons, and center aligned ones. Missing whitespace changes from public repo Restore IMaterial:GetColor4Part for now. Needs to be deleted once everyone updates. Restore imat:GetColor hack for now FIx merge errors
Yesterday
merge from groundwatch_nre_fix
Yesterday
Fixed vending machine storage adaptor pipes always being blocked
Yesterday
merge from Easter_event_2025
Yesterday
prefab cleanup - added guard rails
Yesterday
- Server projectiles now properly prevent head clipping on throw - Rebound HideUntilMobile to a more realistic distance for current rust - Setup convars to be able to control server projectile clipping settings with overrides on a per projectile basis
Yesterday
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Yesterday
Merge from env_volume_performance_testing
Yesterday
Merge from main
Yesterday
Fixed the issue with the skin's speculer when using subsurface scattering and deferred indirect lighting
Yesterday
added the new terminals and electric boxes to the scene
Yesterday
Zigg tank update
Yesterday
Merge from /main
Yesterday
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