146,822 Commits over 4,444 Days - 1.38cph!

2 Months Ago
Don't lower terrain on the edges of holes Fix terrain lower OOB when alpha map resolution doesn't match heightmap resolution
2 Months Ago
Update: add Pause/Resume to ScopeRecorder and SlowScopeRecorder Tests: tried them in throw-away code, works but exported result looks wonky and needs more work
2 Months Ago
Update: ServerProfiler - add ability to pause & resume active recorders - added couple unit tests - release binaries built from 61cba2fc Tests: ran unit tests
2 Months Ago
Increasing build step timeout by 5 minutes to allow FPBuild to handle zombie process properly
2 Months Ago
Add apartment complex to Scene top context menu
2 Months Ago
Update scientist for new navmesh
2 Months Ago
Bugfix: Simplify RecordContext memory management in ServerProfiler.Core - release binaries built from 39f0cfa4 Worst bug was that 2 threads sharing one recording buffer Tests: recorded a bunch of test coroutines (2 frames worth each) via RecordScope, then ran a perfsnapshot for 10 frames - no issues.
2 Months Ago
update apartment_complex_monument/prototype
2 Months Ago
Assign new model prefab to reinforced item Hooked up reinforced model positionining.
2 Months Ago
server_browser_improvements -> main
2 Months Ago
Server browser favourites are now optionally put to the top. Users can enable/disable it in filters. This option is saved between sessions
2 Months Ago
added gibs for all the reinforced tiers and updated reinforced prefabs
2 Months Ago
Fix the red build block visual preview not showing the smaller zones at the harbors as well as only showing one of the two zones at abandoned cabins Fixed by manually adding the preview prefab to those volumes, S2P both harbors and swamp_c
2 Months Ago
Merge from main
2 Months Ago
Forgot to include it in the usage help string -.-
2 Months Ago
Reapply 144020 (crypt building skin upgrade_radius) after stomp
2 Months Ago
Merge from ugc_screen_blur_fix
2 Months Ago
Fix missing terrain and foliage in report screenshots
2 Months Ago
Merge from vine_descend_fix
2 Months Ago
console_quickjoin_fix -> main
2 Months Ago
- Ensure typing 'connect' in console will also update the quick join UI - Cleanup PlayerJoin.cs - PlayerJoin is now the main way to tell other systems (ui, history) that we are joining a server. Using client.instance.connect bypasses everything ui related) - PlayerJoin now uses client instance on the backend rather than connect (which is now a wrapper over PlayerJoin)
2 Months Ago
unskinned_windmill -> main
2 Months Ago
Missing instanced mesh filter
2 Months Ago
- Ensure transmission rotates again with the vanes - Rebuild deployable prefab to follow the windmill.prefab instead of doing its own thing - Small overall cleanup
2 Months Ago
main -> unskinned_windmill
2 Months Ago
merge from tincanalarm_v2
2 Months Ago
colliders for the previous batch of prefabs
2 Months Ago
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2 Months Ago
merge from fillmounts_horse_fix
2 Months Ago
merge from main
2 Months Ago
merge from wallpaper_nre_fix2
2 Months Ago
merge from adminui_health_fix
2 Months Ago
merge from Electric_Furnace_Workshop
2 Months Ago
merge from crypt_building_skin
2 Months Ago
Fixed server admin ui player panel health rounding issues, it matches the health vital now
2 Months Ago
Wallpaper OnFrameWhileHeld nre fix attempt
2 Months Ago
Merge from main
2 Months Ago
Merge from main
2 Months Ago
Fixed automatically generated report offensive content screenshot appearing blurry
2 Months Ago
Fixed kapok branch colliders on wrong branch, preventing vine descending
2 Months Ago
Ladder hatch open/close sounds now use small sounds template (was medium)
2 Months Ago
Player model will now switch to swimming animations once water factor is at 0.65 (was 0.5) This matches the internal player movement behaviour - if the water factor is >= 0.65 we apply swiming movement Updated conditions on player animator match (Walk <-> Swim)
2 Months Ago
Burst compile GeneratePipeMesh Add 26 tests for the new pipe merging feature Add debug.spawnPipeStressTest convar, spawns a grid of connected industrial conveyors batching.refresh_pipe_groups will now force a reset of all pipes to the current system
2 Months Ago
Merge from heightmap_bake_fix
2 Months Ago
Use RGBA32 for heightmap baking
2 Months Ago
Fix pipe merging conflicting materials
2 Months Ago
Subtract 147642 (we want duplicated jog animations for better player responsiveness)
2 Months Ago
Merge from main, no conflicts
2 Months Ago
Fix Linux SRCDS failing to build
2 Months Ago
Disallow duplicating gmod_hands * There's a save on workshop that somehow has 7000 of the things, which I don't expect to be intentional. Minor changes to overlay rendering from CS:GO Batched overlay rendering support Merge normal calc for overlay stuff from CS:GO Static prop physics scaling Fix some air being considered water on CSGO dangerzone maps * It was partially fixed for grenade clips, now fixed for drone clips r_staticpropinfo 5 shows static prop bounds * Just for debugging Unhide r_renderoverlaybatch for now