145,191 Commits over 4,413 Days - 1.37cph!

Today
Update manifest
Today
Fix L4D2 navmesh loading Fixed pointless compile warning Replace loading dialog .res files with a single file * No need to have 3 different files that have the same layout, just have the one. Loading screen progress tweaks * Show WorkshopDL text in two lines * Loading screen dialog automatically extends itself to fit 2 lines of text when needed * Added more loading screen steps to clarity, such as "Loading the map" after WorkshopDL Add 5th optional argument to Entity:Dissolve - delay * It's a weird delay though, it still makes some particles until the start time, maybe could be interesting Placeholder fields in mstudiobbox_t Added 2 new STUDIO_ enums * STUDIO_SKIP_FLEXES * STUDIO_SKIP_DECALS Generate correct default config for 64bit Hammer Fix cl_showents crashing on SRCDS Minor shadercompile.exe files from x86-64
Today
Convert double vanity prop in bathroom
Today
Redo swapping some of props -> entities in small, medium & large apartment
Today
Fix double vanity entity prop positions
Today
merge from PlayerRigUpdate2/inventorypreview_improvements
Today
merge from PlayerRigUpdate2
Today
Added post processes to the inventory player preview, uses the same profiles as the maincamera
Today
updated override controller
Today
Increased inventory player preview render texture resolution to fix the hair dithering looking bad
Today
merge from industrial_dlc (and bowless_crossbow)
Today
Fixed BatteringRam.DamageEntities NRE
Today
merge from bowless_crossbow
Today
Fixed torch fire effect texture compression artifacts
Today
Remove furnaces from the cooking queue on destroy, fixes nre when reskinning an electric furnace Also fixed the IO sub entity being respawned over and over when reskinned
Today
merge from main
Today
medium apartment lod fixes cobwebs cockroaches
Today
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Extended legs a bit further up in pants.shorts so transparent skins work
Today
merge from game_room_dlc
Today
merge from main
Yesterday
merge rust_relay_server -> main
Yesterday
merge main -> rust_relay_server
Yesterday
Ensure FakePlayer at net startup and server occlusion tweak
Yesterday
merge from main -> apartment_complex_monument
Yesterday
change waterwheel electric zap sounds to be same occlusion settings as rest of waterwheel sounds
Yesterday
fix water wheel water loop sound class (can occlude now)
Yesterday
Tweaking industrial torch burst cloth settings
Yesterday
deploy timing changes on cowbell, flute and trumpet
Yesterday
Set MouseDelta LegacyScale to 0.1 on macos
Yesterday
merge from workshop_emission_fix_again
Yesterday
workshop emission fix: when the workshop reads colours on materials that have default HDR emission intensities not equal to 1, it now divides by the default intensity. thus restoring the RGB slider values used in the skin submission.
Yesterday
assigned latest bowless crossbow 3p animations to its override controller and set holster/backpack gun position
Yesterday
Setup colour changing with spraycan on industrial shelves
Yesterday
Yesterday
set fake player to default to false
Yesterday
Adding burst cloth material for industrial torch
Yesterday
MP5 deploy animation timing update
Yesterday
Adding burst cloth to industrial torch viewmodel setup
Yesterday
merge from main
Yesterday
Blowpipe reload animation update
Yesterday
- Setup cleaner and more reliable reset flow - Fix loaded server authoritative position from stomping a predicted position (again) - Add 'include walls' to the raycast options - Codegen - Ensure pool table syncs state after each ball pocketing - Line renderer stops when it intersects with a wall or ball in the pool physics engine - Stop jumping into the air when you dismount after a shot
Yesterday
Ripped carpet decals for interior
Yesterday
fix BBQ workshop prefab being closed when publishing
Yesterday
Updated player unarmed idle
Yesterday
Quick refactor
Yesterday
Optim: SplitQuotesStrings - use pooled list internally - also gave it a small clean, as it was a bit horrendous looking code Saves us 3 allocs - down to 6 allocs, 0.25KB per call Tests: unit tests
Yesterday
merge from industrial_dlc
Yesterday
more terrain height polish and splat painting pushed set dressing density around the streets and secondary buildings
Yesterday
merge rust_relay_server -> main