133,447 Commits over 4,262 Days - 1.30cph!

2 Hours Ago
add subtype to darts, revert attempt to change amount text component to RustText
2 Hours Ago
Bespoke skinviewer lighting rig for the space LR-300
2 Hours Ago
Added Space LR-300 store page media Updated description
2 Hours Ago
Egg suit reposed
3 Hours Ago
made wallpaper holdtype override controller and 3p wallpaper anims
3 Hours Ago
merge from deepsea_island_shorewetness_fix
3 Hours Ago
fix shore wetness on deep sea islands
3 Hours Ago
merge from main
3 Hours Ago
Merge from temp_mesh_instanced_particles_fix
3 Hours Ago
merge from naval_update
3 Hours Ago
Codegen (ResetStaticFields stuff)
3 Hours Ago
merge from deepsea_physicsbounds
3 Hours Ago
deepsea.enabled false now restores the previous physics bounds (0,0,0 - 5000,4000,5000)
3 Hours Ago
- reset scale to 0.7 (caused issues at 1 when scopes were applied unfortunately) - re-positioned ironsights due to scale reversion - sped up deploy to match lr300 deploy timing (fixes weird lerps when going straight into ADS)
3 Hours Ago
Fix odd cannonball loaded position, move it to the back of the barrel.
4 Hours Ago
Stop reload sounds when dismounting the cannon, fix cannon barrel impact sounds.
4 Hours Ago
merge from terrain_potato_remove_everywhere (fixes incorrect terrain blending on cliffs and other props on deep sea islands at shader level 1)
4 Hours Ago
bug fixes
4 Hours Ago
remove terrain potato mode on all shaders that had it on shader level 1 (fixes incorrect blending on cliffs on deep sea islands, etc)
4 Hours Ago
merge from deepsea_portalloading_fix
4 Hours Ago
RHIB and PT boat loot pass 3
4 Hours Ago
Fixed the same race condition issue with ActiveIslands ActiveGhostShips ActiveFloatingCities and ActiveRHIBS Was causing potential issues with deep sea missions
4 Hours Ago
Fixed deep sea loading racing condition Portals could be loaded before the deep sea manager even existed, causing the manager to never get his portal refs Fixes players teleported back to the shore when leaving the deep sea
4 Hours Ago
update icons with new
4 Hours Ago
Merge from remove_client_mission_state_requests
4 Hours Ago
Remove client requests for updating mission states due to concering profiler data Server still sends updated states when we go to talk to a mission provider, but only for that mission provider rather than all (so player still sees correct dialogue options for selecting missions) Server still updated states for all mission providers after accepting a mission, but because player will have a mission currently active it will return much earlier in the function that checks if we can accept each mission
4 Hours Ago
fix balloon error log in main menu
5 Hours Ago
PT Boat and RHIB loot pass 2 Fixed pt boat/rhib sometimes spawning without things in their crate
5 Hours Ago
- Default pos when entering deep sea is the exit portal center, instead of the center of the deep sea - Cleanup to avoid confusion - Added portal state in deepsea.printstate
5 Hours Ago
invalidating cached BaseEntity for TriggerParent OnTransformParentChanged - fixes boats not parenting you again after editing them
5 Hours Ago
merge from deepsea_portal_weather_fixes
5 Hours Ago
Fixed unwanted candle streaks when looking down on the birthday cake viewmodel.
5 Hours Ago
fix vclouds not transitioning in portal with forced weather fix portal storm clouds not using proper lighting intensity (were too bright)
5 Hours Ago
Stolen scientist boats from the oilrig event will no longer be killed later (when oilrig resets)
5 Hours Ago
setup world model boat/building plans entitys with rig and anims
5 Hours Ago
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5 Hours Ago
Show toast for only being able to place cannons on player boats, Fix reload animation error spam on cannons from invalid playables.
5 Hours Ago
Apply proposed SV_PackEntity optimization (Community Contribution) Apply the same fix for func_proprrespawnzone * Of it not being tracked properly like clientside physics props PR: Prevent recreating `GhostEntity` every tick with some tools Remove redundant arguments from calls to Entity:Fire Pull Request: Fixed wrong motor torque axis * Fixes the motor torque axis being wrong if the motor was rotated after creation and before first activation. Fix Lua errors in Sandbox derived gamemodes without spawnmenu Better match viewmodel hands for male11 and male12 player models Fix main menu Lua errors when start that one map Reenable net message buffer limiters So `net.BytesLeft()` would work as expected. This was tried in 2019 but was undone for some reason. In my testing it works. Minor Lua cleanups to do with net.Receive arguments Added render.IsTakingScreenshot Make Entity:SetLightingOriginEntity use model illum position Reimplement kickid from scratch The original implementation is kinda whack. Hopefully this new one fixes whatever issues people are having with it producing weird kick reasons (if the problem is even kickid to begin with) As a bonus kickid "STEAM_0:0:0" "reason" format now works too (previously STEAM_0 format did not work as a single argument) male17 & mossmanarctic glove viewmodel fix Patch some models cs_fix.mdl - Fixed it not loading zombie_soldier.mdl and soldier_stripped.mdl - Remove dependency on cs_fix.mdl, use z_anm.mdl and m_anm.mdl like they are supposed to for player models Fix underwater ambient sound never playing Update game_sounds_manifest.txt Ignore VPK build files Update "CUtlBlockMemory overflow" warning with some numbers Add missing Episodic soundscripts to the HL2 fallback VPK Make npc_strider fall to the ground if moved via physics gun * Also negates the bug where Antlion Guard can launch the strider into the sky infinitely Fixed a material refcount issue with render.MaterialOverride * Occurred with dupe icon generator where the outline became missing texture. Fix potential refcount issues with MaterialOverrideByIndex * Also fixes an issue with submaterials not setting correct variable "numPasses" in model rendering Fixed a recently introduced compile warning Even more potential material refcount issue fixes * render.WorldMaterialOverride, render.ModelMaterialOverride, render.BrushMaterialOverride * Also reset all 3 on disconnect Fix potential crashes with malformed models Use model bounding box if it has no hitboxes for particles * This fixes an issue with most PHX props where the fire particles come out of a single spot on the model, instead of the entire model like expected. Apply memory allocator fix for LuaJIT Apply some random-ish patches from LuaJIT repo
5 Hours Ago
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5 Hours Ago
Cherry pick fix for low fps cannon reloads on other players
5 Hours Ago
Only allow regular 5.56 ammo to be used to reload the boat 50 cals
6 Hours Ago
Extra MoutedWeapon profiling
6 Hours Ago
merge from main
6 Hours Ago
Enabling DisableInstancingOnParticleSystems for the AssetSceneRuntime PreProcessPrefabOptions
6 Hours Ago
Added log to help debugging the deepsea portal teleport position issue
6 Hours Ago
Minor cleanups Prevent NPC animation events firing pistol weapons * Alyx model has "fire pistol" event, and so do the pistols, so the weapon ends up being fired twice in the same tick. Now we ignore animation events coming from the NPC, so the weapons only fire once. For now, this is limited to Pistols that NPCs can use. Fix Alyx firing 357 spawning reload shells Add more entities to protected list * gmod_gamerules, ai_network, soundent * instanced_scripted_scene, ai_ally_speech_manager, manipulate_bone, manipulate_flex, scene_manager * These are internal runtime singletons Lua has no business touching StudioMDL: Make $maxverts optional * Since it causes unexpected issues by itself, make it do anything only when it is actually present in the .qc file Fixed nextbots in Source saves crashing on load Added CNewParticleEffect.Set/GetShouldSimulate Fixed multibone static props fast pass using garbage bone positions. More consistent checking for protected entities Basically more code de-duplication. Also adds npc_barnacle_tongue_tip to protected entities list Fix map load crashes with that one map I was sent Adjust "Invalid value %f for -maxlightmapdim" warning * Will now say that it is ignoring the value, and display the valid value range. VBSP now adds extra keyvalues to worldspawn about itself * 2 keyvalues that could be useful for debugging: * "vbsp_version" which will contain the VBSP compile date * "vbsp_exe" with 2 possible values "gmod" and "gmod_64". Indicates the map was compiled using GMod's VBSP Fix ManipulateBone issue Fixed a stack overflow crash with IK_ATTACHMENT Rework how trace whitelist works * It now better respects the collisiongroup/mask, using it when testing for whitelist, instead of inverting it after the entity failed to pass the whitelist Added game,GetMapChangeCount Entity:GetModel force lowercases weapon world models too * It was already forcing lowercase on all other entities Set min_use_angle to 0.8 in the FGD * 0.8 is the old default value, before the feature was added Fixed prop gibs stopping spawning after the 300th in multiplayer
6 Hours Ago
Added new variations to the 50cal reload
6 Hours Ago
Add 5s time cap to client requesting update to mission states
6 Hours Ago
Merge from client_request_mission_states
Today
Merge from naval_update