139,183 Commits over 4,474 Days - 1.30cph!

Yesterday
Fixed blurring fade when closing the menu Before: https://files.facepunch.com/raul/1b2211b1/22_19-53-RigidOropendula.mp4 After: https://files.facepunch.com/raul/1b2211b1/22_20-02-JealousMassasauga.mp4
Yesterday
Fix gamemode server tags being active by default in the UI, causing them to be visible while the state was still loading
Yesterday
Add undo/redo to demo2 ui
Yesterday
Default satellite client positioning changes to off. Default flat land serverside gating on.
Yesterday
Merge from terrain_renderer
Yesterday
changed SculptingToolData from mono to static helper class
Yesterday
rewmoving now-redundant SculptingToolData PrefabAttribute
Yesterday
Merge from terrain_renderer/holes
Yesterday
mark ice sculpture as hidden
Yesterday
cleaned up tooltips and icons a bit in the sculpting gui
Yesterday
Add decal related safeguard * Some people apparently crash there sometimes? Don't know how, so this is the best I can do for now Enforce NOLOD and NOMIP for .vtf files without mipmaps Minor cleanups Fixed complains about LuaParticles refcount Minor compile warning fixes Fixed regression with portal turret voice lines Break debug.getlocal a little Try to fixup crash dump console log with newlines * Usages of MsgC or Msg without newlines would garble up the log, so we try to add newlines to the internal crash dump log so it looks correct, and also ignore empty lines Add more decal nullptr checks Fixed Ctlr+LeftArrow crash with TextEntry again Fixed Entity:Remove removing stuff prematurely when crazy physics is involved Added util.IntersectRayWithTriangle Add 2nd return to util.IntersectRayWithPlane/WithTriangle - dist Adjust TextEntry scrolling to take into account language ID box Prevent invisible Projected Textures from rendering shadows Block, cheat and remove some cvars & commands * Blocked some more archived commands * Removed hud_jeephint_numentries, hud_takesshots, filesystem_report_buffered_io, r_shader_srgbread * Remove some stub XBox related presence system, removes `user_context` and `user_property` concommands Remove PyroVision leftovers * Removed shader, removed the overlay render code, removed CReplacementProxy material proxy (`replace_proxy`) * Removed a bunch of pyro_ convars Merged Pull Requests * Fixed spawnmenu Lua error * Removed unnecessary material override for Ep2 Antlion Guard Fix a crash with vehicles on level transitions Remove r_flashlightscissor (and do it cleanly) * It was already disabled in-engine and was duplicated in model rendering, but did basically nothing if enabled, and was always disabled on game start anyway. Remove FCVAR_ARCHIVE from sv_skyname * Since it is reset on map load every time anyway, even on dedicated servers. Remove r_raindensity (unused) Remove Logitech G15 integration leftovers * We never shipped the .dll for it work, so I think it was always unusable, so just get rid of it entirely. * Removes associated g15 convars Remove HL2 start new game dialog code, more XBox UI stuff * It was already made inaccessible prior, but now removed entirely. Convar adjustments * Made `adsp_debug`, `cl_debugrumble` a cheat, remove archive flag * Added a bunch more archived convars to Lua blocklist * Remove mat_norendering, add descriptions to some other `mat_` convars so they can be found with `find`. Remove HL2 game logo and menu buttons code, console animations Update TTT - Linux font swap Added more FCVAR_Archive cvars to Lua blocklist * Replaced a few ARCHIVE flags with CHEAT flags for debug convars (scene_show* for example) * Removed r_drawvgui, vgui_message_dialog_modal * Removed sv_unlockedchapters, stop reading `scripts/ChapterBackgrounds.txt` Saverestore adjustments Remove trailing "f" from convar default values and other places * Namely some shader parameter defaults (not sure if they are used tbh) Add note in code about what CWin32Surface is for Added map icons for new TF2 maps Make surface.PlaySound not be spatialized (ignore DSPs) * Basically disables map echo on UI sounds Added "Enable Stereo Enhancements" option to Audio options tab * This was previously only silently enabled if player chose "High" audio quality and "Headphones" Speaker Configuration Change Weapon_*.Empty soundscript channels * So the Empty sounds don't interfere with firing sounds or the reload sounds Update light origin on some PHX train track models * Basically a trial run for a Sandbox tool to do this fast, 150 models changed Added Hacked Manhack to spawnmenu
Yesterday
Remove some left over logging, and testing holes from foundations
Yesterday
Crash fixes/tweaks/wip
Yesterday
merge from main
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
merge from buried_item_null_checks
Yesterday
Fixed ownershipShares NRE happening on modded servers with higher stacksizes
Yesterday
merge from main
Yesterday
Merge: from codeanalyzer_getwrapperattrib - Update Rust.CodeAnalyzer for PoolAnalyzerGetWrapperAttribute support - Bugfix 4 pool leaks from above attrib Tests: compiler simulator passes
Yesterday
GetExtrapolationTime tweak
Yesterday
Bugfix: fixup pooling errors in 4 places - 2 in WireTool, BaseAIBrain and CommunityEntity - added a bunch of PoolAnalyzerNonCachingAttribute to BaseAIBrain calls working on proto types Noticed 2 cases where analysis escape didn't trigger like it should've Tests: none, trivial changes
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
Disable read/write on regular FuseBoxB mesh, was supposed to be on the collision mesh
Yesterday
Change min region size to meters, include oom logs
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from main
Yesterday
Fix for powerplant steam being visible when it shouldn't S2P powerplant
Yesterday
Remove old placeholder explosion/effect, use new one.
Yesterday
Update: update CodeAnalyzer with support for PoolAnalyzerGetWrapperAttribute - tag NetRead.Proto and ProtoDelta with it Tests: editor compile shows 4 pooling errors
Yesterday
Fix old tile remaining after failed tile rebuild, which will cause it to exist in native but not in managed, and be ignored by saves
Yesterday
Fix oldest heavy fuse in every powerplant fusebox being deteriorated rather than the oldest fuse across all fuseboxes
Yesterday
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
Yesterday
Fixed holding [USE] to open the sculpture editor drawing an unintended line on the structure as it opens
Yesterday
Fix tile bounds height being too larged when passed to create heightfield
Yesterday
Adjust calf walk speed to 0.58
Yesterday
puzzle zoo test update. fixed some connections (set input & output slots from 0 to 1 ) and got ris of the electric part connected to the kinetic puzzle
Yesterday
Fix potential exception
Yesterday
adjust push velocity for short time after sculpture edit
Rin
Yesterday
merge from CollaredShirt0
Yesterday
Merge from main
Yesterday
Fix terrain holes when toggling RRP by switching materials Fix foliagegrid when holeMap is unavailable Add distance check for hole mask sampling Remove redundant interpolator from terrain shader
Yesterday
overlap censor bounds to avoid nasty visible grid
Yesterday
Fix navmesh load failing because of invalid tile count, just because it has more than 10000 tiles which is possible
Yesterday
Adding second loop for master key
Yesterday
Cleanup unused variables and redundant comments
Rin
Yesterday
Adjusted heavy fuse spawn rate to be more common
Yesterday
merge from satellite_crash
Yesterday
Moved fuel counts to convars
2 Days Ago
Cache PowergridToggle components distance to the powerplant Minor update for powergrid help convars
2 Days Ago
merge from main