141,490 Commits over 4,383 Days - 1.35cph!

5 Days Ago
Simplify how we get Steam APIs * The new SteamAPI versions do not have the "api context" stuff anyway. * Deletes IGet::SteamRemoteStorage, SteamApps, SteamScreenshots, SteamUser, SteamFriends, SteamGameServer, ResetSteamAPIs Fixed another NPE crash with HLTV Fix some prediction errors with HL1 weapons * These weapons take too much effort Minor weapon prediction fixes * SLAM fixes * Minor Gravity Gun prediction fix (for holding right click) Re-multiply SWEP slot positions by 100 again * This is part of a hack that was removed, but mods are expecting this behavior now, so we restore the *100 part Update default spawnlists * Added Tool Gun world model to Garry's Mod spawnlist * Updated CS:S spawnlists - merged characters and weapons to "Counter-Strike" spawnlist New CS:S spawnlist to include ALL props from CS:S * Old "Map Props" spawnlist removed, add 2 new ones that contain all the models, one with the more useful ones, one with the less useful ones Merge PR to update default spawnlists Sort Browse => Games/Addons in spawnmenu using lowercase text * Fixes some models, such as W_AlyxGun appearing out of order Update 2 more spawnicons Fix combine dropship not flying away after deploying troops ILuaThreadedCall virtual destructor Updated spawnicons * Added spawnicons for most CS:S props, rerendered weapon icons to be brighter Apply a hack to hide toolsocclusion on MC:V maps Make some warnings use RED text * Bad lightmap extents on material, srcds_run warnings/errors Fix fallback skybox texture using non existent textures Fixed some potential crashes
Today
merge from waterwheel_deployable
Today
fix label of new io info on item
Today
Workbench level 2+3 loot panel assignment
Today
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fixed missing texture on tier 2 workbench
Today
Add a workbench vitals prefab with the new setup, replace existing ones with it.
Today
drag consistency fix - track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values - all tests now passing
Today
Mannequin fbx update
Today
Merge from vital_icons
Today
merge from main
Today
Ton of general workbench client/server compile fixes
Today
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Merge from chainsaw_hotspot_gathering
Merge from main
Today
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Fix server log when throwing items at trees and ore nodes
Today
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Add a convar to gate the icon display behaviour.
Today
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Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
Today
merge from main
Today
stripped back workbench 2, added new corpse
Today
Cleanup
Today
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
Today
Update prefab MetalIceVest
Today
IceMetalChestplate and IceMetalFacemask setup
Today
updated workbench tier3
Today
workbench tier 1 corpse update
Today
WIP show icons of equipped upgrades in workbench vital panel
Today
Bugfix: protect network group networkables access since it's lazy initted now Tests: opened deepsea on craggy, ran `deepsea.printentitycount`, flew around craggy and open waters, entered and left deep sea, killed scientists from far away
Today
added test case to retest specific known-failing drag consistency tests - adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public
Today
Merge from main
Today
Merge from main
Today
Undo of 147532 - Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
Today
Merge: from main Will need to subtract some stuffs
Today
Remove conflicting shader directory
Today
Fix shader errors
Today
Set up layer structure in new prototype shader
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Split StandardLayers into types and functions
Today
merge from parent
Today
merge from main
Today
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Cherry-pick new standard shader prototype
Today
Added the default light cookie for spot lights and a white cubemap for point lights that don't have a light cookie assigned
Today
Added support for custom light cookies when shadow caching is enabled
Today
Merge from terrain_renderer
Today
Merge from main
Today
Fixing ocean topology floodfill not reaching certain sections behind road crossings