137,078 Commits over 4,444 Days - 1.29cph!

Yesterday
Mid floor corridor z-flickering fix
Yesterday
main -> game_room_dlc
Yesterday
removal of unused meshes and textures
Yesterday
satellite lods
Yesterday
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Yesterday
- More shot animation work - More debugging
Yesterday
Use save version number for the clan DB file so that a new one is created with wipes instead of persisting
Yesterday
Fix BuildActionResult NREs hopefully
Yesterday
Lighting on its own dedicated culling volumes instead of with furniture.
Yesterday
Fixed missing door in Rentable Shop B when it's not rented
Yesterday
Halloween Costume setup
Yesterday
Founders Door - fixed guide mesh
Yesterday
Fixed incorrect ejecting position for small apartment (basements) https://files.facepunch.com/raul/1b2911b1/Unity_4oJfm1v308.mp4
Yesterday
over-fitting basement terrain volumes
Yesterday
Lighting cullers progress.
Yesterday
Merge from /main to /halloween_costume_2026
Yesterday
Culling tests.
Yesterday
Styling fixes for search/scrub/filtering
Yesterday
Disabled breast censorship cube on roundabout chair and swing seats
Yesterday
Merge: from renderbatch_meshlod_improv - Optim: allow culling to work on MeshLods if they have invalid RenderBatch setups - Optim: Avoid creating batches-of-1-mesh, as that inhibits Unity batching Tests: ran around apartment complex, didn't see rendering artifacts. compared standalone builds, shows 20% fps improvement on my setup
4 Days Ago
Added CSoundPatch.GetSoundName Added some physics object related safeguards Added 3 new formats for render.Capture * "rgba", "rgb" and "bgra" - each return raw image data bytes in given format Minor DMXSerializers changes from TF2 Fixed a bad check in CUtlBuffer that affected DMXConvert Reduce flickering of view mode selectors in Hammer Add safeguard to hitbox getter Hammer tweaks * info_particle_system uses its effect_name in entity report * Adjust Map Information dialog * Make Map error and Entity report dialogs wider SMG1 grenade and RPG rockets no longer hit health kit bounding boxes * Was previously done to Crossbow bolts only, but these 2 also suffer from this * Changed collision group of SMG1 grenades from COLLISION_GROUP_PROJECTILE to HL2COLLISION_GROUP_SPIT to enable it hitting health kit physics objects Implement health pred changes from TF2 SDK * Implements and adds FTYPEDESC_ONLY_ERROR_IF_ABOVE_ZERO_TO_ZERO_OR_BELOW_ETC flag to player health Print a warning if render.Capture(Pixels) fails to alloc memory Added "Portal Viz Width" option to Hammer 3D settings * Changes how thick "Load Portal File" lines are. Default is 2. Merged Pull Requests + Minor cleanups * Changing a single quote to a double quote * Micro optimizations for gmod_light * TTT: Add check for if GetHeadshotMultiplier exists on carried weapon Limit func_ladder dismount search count per ladder * So if using silly console commands the game doesn't lock up trying to check the known universe for dismount points Barnacle tweaks * Prevent barnacles trying to grab PhysGun frozen props since they'd be unable to grab those props and will just keep tugging at them forever * Heavy and frozen props will cause barnacle tongue to float above said props, not go through them * Try to prevent rare barnacle crash Minor cleanups Fixed Fast Headcrabs using Normal Headcrab health convar Fixed Think hook serverside running even if last curtime is same as current Added timer.IsPaused Minor cleanup: Make IsEntity an actual alias internally Switch Lua timers to double curtime * Seems like an important system that should have this Merged Pull Requests * Spawnmenu localized search * Turkish localization updates for TTT * Consistent stripping of bogus characters from server names * Lua implementations of TypeID and is<type> globals Added new argument to steamworks.FileInfo - bool extraInfo * If set, "description" will be up to 8000 bytes long (255 is the default), and "extra_previews" data will be fetched and returned Block some snd_ and dsp_ cvars that save to config
Yesterday
Migrating main building commons lighting into its own culler system, part 1 (WIP)
Yesterday
merge from shopfront_stringpool_warning_fix
Yesterday
Fix stringpool warning spam when hitting metal shopfront Fix interaction collider incorrect physics material
Yesterday
Add scrub slider similar to the one in frame debugger
Yesterday
Cleaned up cooking tests: ore smelting tests only use oven that can smelt ore, same for cooking tests etc Test list
Yesterday
skip automatic preview diffing when there are more than hundreds of textures to diff, it's super slow
Yesterday
tweaked storage_barrel_b deploy volume very slightly so it fits in to half and double shelves
Yesterday
Fix roundabout and swings not immortal + marking players as hostile Fix the rotation not being initialized correctly on the client
Yesterday
Fixed apartment door numbers
Yesterday
Fix frame debugger capturing empty data and not capturing previews when there are a lot of events
Yesterday
Recovered layer settings in large apartment. Fixed door lighting issue.
Yesterday
supermarket freezer lods
Yesterday
fix trailing comma
Yesterday
Clean: add a comment Tests: none, trivial change
Yesterday
- Basic setup for shot force controls - Prevent moving mouse up and down from moving the underlying mountable
Yesterday
rebuilt skins
Yesterday
removed glowing sprays
Yesterday
added edited sprays
Yesterday
Optim: permit MeshLods to use occlusion culling if it has an invalid RendererBatch Taken from 156029. Saves 30% of drawcalls in all 5 test cases, 20% of avg fps improvement in editor(will test standalone later) Tests: profiled 5 test cases, flew around keeping an eye out on weird rendering
Yesterday
Hook up FXAA to UI settings
Yesterday
auto close the pool table dialog if you die
Yesterday
Unjitter camera matrix when jittering isn't needed anymore
Yesterday
Actually apply jittered projection matrix to camera
Yesterday
supermarket freezer material work texture update with new uvs and added blinking emission to simulate old halogen bulbs
Yesterday
Founders Door - fixed skin not spawning correctly
Yesterday
Yesterday
Optim: don't create procedural batch meshes if they only contain one input mesh This inhibits unity's batching via instancing. In 2 out of 5 scenarios saves 16% of draw calls/~1ms avg in editor Tests: monument island with appts and disabled world prefabs, tleeported to 5 locations and inspected profiler stats