127,453 Commits over 4,201 Days - 1.26cph!

10 Months Ago
Adjust shield holstered positions Removed some placeholder anims
10 Months Ago
Disable write defaults on shield idle
10 Months Ago
Merge from main
10 Months Ago
Fixed car shredder in the junkyard using a borked shadow proxy. Junkyard S2P
10 Months Ago
Maybe fix for miner hat issue, not sure. Couldn't reproduce it.
10 Months Ago
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10 Months Ago
- only regenerate previous/target weather textures if the states change - do moon lighting - add convar to force a cloud config - other shader adjustments
10 Months Ago
▄█▅▇▆█▅ ▄▊.▋█▄▆▍▆▅█▄▍ ▅▍ ▊▅▌▅ ▄▇█▇▅▍▆▌▅ ▆▇▌ ▉██▄ ▊▄▆▉ ▆▉█▋▇▉ ▍▆▉ ▋█▆▇ ▅▆▄▊▋█▌▅ "▅▄▋▌▆▍▉" ▉▅▇ ▊▍ ▆▍ █▍▊ ▍▊▍▄ ▇█▌▄▉▇▆ ▇▇▍▊ ▇▇▄█▊'▌ ▄▊█▊ ██▌▇▄▆▋ ▅▍ ▋▋▌▅ ▌▊▍▌▋▉▆▆▌ █▍▉▍▌▍ ▆▌▌ ▍▉▇▌▄▍▋ ▉▄█ ▆▇▅▌█▅▅ ▌▋▄▇▄▅█' ▉▍▌▋▄█▋
10 Months Ago
Merge from /deluxe_christmas_lights_emission/xmas_light_uncrappification/ (MeshLOD removal.)
10 Months Ago
Just run the LOD0 mesh instead of LODMesh scripting every instance -- to test incompatibility. Probably wasn't even worth the CPU overhead anyway.
10 Months Ago
added worldmodel prefabs for the knight armour, added knight armour viewmodel prefab
10 Months Ago
updated battering ram anim, new states in animator, more build up in attack anim
10 Months Ago
Fix branch specific compile error
10 Months Ago
Fix compile error I forgot to press CTRL+S when last minute renaming
10 Months Ago
Fix compile error I forgot to press CTRL+S when last minute renaming
10 Months Ago
hl2.exe => gmod.exe in factory reset bat Put MAX_EDICT_BITS local in net.lua back, as without it stuff might break due to version inconsistency
10 Months Ago
engine.CloseServer now returns true if quit command was issued Fixed crashes with func_tank Handle DAdjustableModelPanel when main menu is open Added a Player Model Selector button to spawnmenu The context menu widget stuff is too hidden Make Hammer use gmod.exe when generating GameConfig.txt Remove last 3 parameters of engine.WriteSave Hide mat_surfaceid and vgui_drawtree_panelptr Fixed player ragdoll forces always being applied to center Now applies forces to the physics object that was shot. Added timedemo and related convars/concmds to blocked list Add a hack to ensure engine.CloseServer works from start up Fixed a crash with ConVarExists Minor micro optimization in VRAD Added MAX_EDICT_BITS global enum Updated Run Map dialog in Hammer https://files.facepunch.com/rubat/2024/December11-872-GenerousSkimmer.png Added NPC:GetLastPosition Added NPC:SetMoveDelay/GetMoveDelay Added physenv.Set/GetPhysicsPaused Added NPC:TranslateNavGoal Added sound.SetActorGender( model, gender ) This allows for things like soundscripts to be gender neutral for less code, and enables citizen reskins to use correct voice lines. WARNING: the gender is stored by filename only internally, not by full model path! Remove commedit.dll from sdktools hl2.exe => gmod.exe in factory reset bat Put MAX_EDICT_BITS local in net.lua back, as without it stuff might break due to version inconsistency
10 Months Ago
Added physenv.Set/GetPhysicsPaused Added NPC:TranslateNavGoal Added sound.SetActorGender( model, gender ) This allows for things like soundscripts to be gender neutral for less code, and enables citizen reskins to use correct voice lines. WARNING: the gender is stored by filename only internally, not by full model path!
10 Months Ago
Make scientists reposition when they realize they are flanked
10 Months Ago
Update: borked linux ServerProfiler.Core It gets loaded, but fails to find an entry point, so it just falls over. I'll continue tomorrow. Tests: built a standalone linux server and tried launching in via WSL - my profiler script throws an exception
10 Months Ago
Fix covers not facing the right way when converted from a prefab local space to world space
10 Months Ago
When waiting in cover, scientist face the side they think you'll come from instead of facing the wall This also helps sneaking up on them when flanking from the opposite side
10 Months Ago
Fixed ServerGib editor NRE
10 Months Ago
Better error message when RustTextFixture.SpawnEntity failed
10 Months Ago
Fixed FindPrefabPathsByLabel NRE
10 Months Ago
Added BaseCombatEntity tests, spawn and kill every BaseCombatEntity prefabs in the project
10 Months Ago
Updated knight armour textures, materials and meshes, updated skinning. added male and female helmet.
10 Months Ago
Only show zoom toast after they hold ADS down for 3 seconds
10 Months Ago
Change toast cooldown from 15m -> 5m
10 Months Ago
Add toast to variable zoom scope - will prompt you on hotkeys to zoom up and down - will stop showing once you click the button 5x
10 Months Ago
merge from main
10 Months Ago
Codegen Tests
10 Months Ago
Battering ram audio minor change
10 Months Ago
merge from fix_telephone_grid -> main
10 Months Ago
Fix telephone using the numbered grid instead of letter grid
10 Months Ago
merge from main
10 Months Ago
Update: ServerProfiler.Core separates platform specific code Required for Linux support - still figuring out how to organize msbuild projects Tests: took spanshot in Editor's Craggy, and did a couple start-stops of playing to ensure no errors
10 Months Ago
Fixed methods being renamed OnDiedByPlayer
10 Months Ago
test meshes
10 Months Ago
testing setup for fitting marching cubes to mesh
10 Months Ago
Various fixes about the colour buffer not being resized or copied correctly
10 Months Ago
Added a fresh OnKilled() method inside BaseNetworkable which is actually called OnKilled()
10 Months Ago
Added first pass jungle ruin floor kit. Updated assets gym with jungle ruin kits.
10 Months Ago
Rename Entity profiler back to OnKilled()
10 Months Ago
merge from main -> fix_telephone_grid
10 Months Ago
Replace BaseCombatEntity::OnKilled() with BaseCombatEntity::OnDied() Since when you Kill an entity OnKilled isnt called, its only called on Die() so its way less confusing to be actually named that
10 Months Ago
-Battering Ram wheels now steer the correct way -Battering Ram wheels rotate via Quaternions
10 Months Ago
Have scientist try to guess your current location based on where they saw you last
10 Months Ago
Horses: removed the velocityDelta thing when applying forward forces, feels better when moving from gallop to canter after releasing shift
10 Months Ago
backup ruins_e