141,153 Commits over 4,352 Days - 1.35cph!

Yesterday
fix vfog density map not using configured shore distance falloff
Yesterday
Merge from viewmodel_early_disable_fix
Yesterday
Revert change to PlayerAnimation.controller and remove the new StateMachineBehaviours for it, they were fucked
Yesterday
refactored to ScopedOcean to setup fixture-scoped flat ocean
Yesterday
Various fixes.
Yesterday
Bunch of more inconsistency fixes.
Yesterday
minimum setup required to run a test with ocean
Yesterday
setting up crossbow bowless viewmodel prefab, rig and anims
Yesterday
Merge from mfm2
Yesterday
Merge from viewmodel_early_disable_fix
Yesterday
Fix issues with viewmodel and playermodel hold type override lingering around when holstering grenades normally New issue where setting the playermodel hold type override to persist no longer works correctly with 'client.prediction' off or when seen on other players, will look at next Updated PlayerAnimation.controller: - Added PersistHeldEntityHoldAnimationOverride state machine behaviours to 'attack' and 'throw' states
Yesterday
Updating skinning for nomad hazmat
Yesterday
attempt 2
Yesterday
Implement CHAR_DIRSTEREO Also fixed a potential issue with CAudioDeviceSDLAudio Iterate over duplicator positioning * Do not render preview in depth/skybox pass, do not adjust dupe spawn height which affects tall dupes Fixed GM:AdjustMouseSensitivity returning nil still affecting sensitivity * Invalid returns were acting as 0, but -1 was expected for "no action". Now non number returns are treated as -1 Remove more "test" console commands * drawcross, drawline, cast_ray, cast_hull, test_dispatcheffect Change buddha messages to be send to client console Remove hidden "killtarget" concommand Make base gamemode load spawnpoint list from the entity * So we have 1 dynamic list of spawnpoint entities we want Lua to register and use Added MC:V to mountable games list Fix main menu being a tiny square for split second on game start up Minor change Unchange some hardcoded defaults for global EmitSound * Hopefully this is as simple as this for issue 6769 Fix Hologram/Distort render FX affecting attachment & shadow pos * This fixes driving a hologram jeep causing player view to jitter around with the animation. Fix HL1 ammo not respawning at correct pos with mp_weaponrespawn Remove some unused fields from HL2MP gamerules Added Black Mesa as mountable game * Also adds placeholder entities for some NPCs, such as guards, scientists and the HECU Slightly improve error handling for saving JPG/PNG files Change navmesh.GetNavAreaCount data source * Fixes its return value not matching getAllNavAreas return count Fixed a crash with trigger_tonemap & some other issues * Also fixed `trigger_weapon_strip` preventing weapon pickup indefinitely if removed while player is inside the field Updated FGD files * func_useableladder origin KV is now defined (since its auto generated) Try to fix trigger_playermovement sticking when removed with a player in
Yesterday
wip/test merge from main
2 Days Ago
parts of /nature folder ok
2 Days Ago
merge from main
2 Days Ago
Updated FIrewood Holder Stack Prop to fix shading issue
2 Days Ago
Merge from PlayerRigUpdate2
2 Days Ago
Updated Small Kitchen Cabinet A Prop LODs to be more optimized
2 Days Ago
Refactor and additional fix
2 Days Ago
merge from droppeditem_improvements (compile fix)
2 Days Ago
merge from droppeditem_improvements (compile fix)
2 Days Ago
Don't open or process light radial menu if map is open
2 Days Ago
compile fixes
2 Days Ago
effects folder ok
2 Days Ago
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building folder ok
2 Days Ago
props folder ok
2 Days Ago
merge main -> rust_relay_server
2 Days Ago
merged main -> rust_relay_server
2 Days Ago
L shaped sofa collision
2 Days Ago
merge from droppeditem_improvements
2 Days Ago
merge main -> rust_relay_server
2 Days Ago
Resolved relay startup issues, added relay.restart convar, tidied thread shutdown/restart
2 Days Ago
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2 Days Ago
L shaped sofa and rugs textures and lods
2 Days Ago
Merge from main
2 Days Ago
wrapped DroppedItem RB-removal behaviour behind `droppeditem.remove_rb_on_sleep` convar (defaults off, very experimental) - only changes existing dropped items as they become inactive/active, doesn't go through and remove bodies from anything
2 Days Ago
Merge from chainsaw_hotspot_gathering
2 Days Ago
Fix null exception when throwing things at trees/ore nodes
2 Days Ago
dropped item improvements with vehicles - item clipping check data stored in LS, behaves properly with boats now instead of falling through all the time - experimenting with destroying/adding RB components instead of setting kinematic
2 Days Ago
Merge from main
2 Days Ago
changed rotation sway amount to 1 in salvaged hammer viewmodel prefab
2 Days Ago
structures folder ok
2 Days Ago
Merge from light_toggle_icon_fix
2 Days Ago
Fix light state not appearing on icon
2 Days Ago
Teleport boat fix
Rin
2 Days Ago
merge from armored_ladder_hatch