140,955 Commits over 4,352 Days - 1.35cph!

2 Days Ago
Refactor the ShoutcastStreamer to support different underlying codecs, load the appropriate decoder for each stream MP3 is up and running (already works), AAC is implemented but not quite working yet Very experimental
2 Days Ago
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2 Days Ago
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Fix craggy Revert terrainHeights native array change Init HeightTexture with mipcount 0 Adjust terrain cell border check
2 Days Ago
merge from main/waterwheel_deployable/waterwheel_sounds
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2 Days Ago
merge from main/waterwheel_deployable
2 Days Ago
water wheel sound implementation polish add water movement loop and wheel movement accents
2 Days Ago
Merge from child_dynamic_lods
2 Days Ago
Manually call SetEntityAndChildrenDynamic on TrainCar to catch any LOD renderers that haven't been marked Dynamic Fixes some disappearing candles and junk in the caboose carriage and should be more future proof than just modifying the affected renderers one by one Applied to NexusFerry as well as it had the same issue on the static boxes
3 Days Ago
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3 Days Ago
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3 Days Ago
merge from main
3 Days Ago
merge from render_pipeline_testing
3 Days Ago
fix error spam and water going invisible from water body mesh being null
3 Days Ago
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Remove unintentional change that breaks Linux/macOs builds
3 Days Ago
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3 Days Ago
Merge from main, lots of conflicts All merged successfully except for syringe, used the version from main as that was recently updated PlayerAnimation controller merged automatically, will need verifying
3 Days Ago
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 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)
3 Days Ago
Added swimming sound events
3 Days Ago
Added locomotion footstep sound events
3 Days Ago
merge from main -> deep_sea_sleeping_bag
3 Days Ago
Bugfix(tests): ProjectileTests now pass - Skip god mode overlay setting for local player in tests - explicitly enable main shield collider after spawning Tests: ran ProjectileTests unit tests
3 Days Ago
Bunny ears and onesie show in conveyor filters
3 Days Ago
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3 Days Ago
Scale down waterwheel 80% to fit in 1x1
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3 Days Ago
merge from main
3 Days Ago
Remove mounted check
3 Days Ago
fix scale not working on prefab deploy guides
3 Days Ago
wip
3 Days Ago
don't overly downsample shadow map for vfog
3 Days Ago
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3 Days Ago
merge from world_serialization_high_compression
3 Days Ago
Fixed flickering being broken.
3 Days Ago
merge from Armored_ladder_hatch
3 Days Ago
fix name collision in maintaining backwards compat
3 Days Ago
Fix deep sea icon not assigned to sleeping bag button prefab
3 Days Ago
B, C, D and E consistency pass.
3 Days Ago
Scene backup
3 Days Ago
Hooked up fishing anims in main player animator
3 Days Ago
More fluors.
3 Days Ago
Bowless Crossbow - first viewmodel iteration
3 Days Ago
Reduced brick size on Kiosk F. Added shutters for rentable shop A, D, E, F (wip)
3 Days Ago
setting up salvaged hammer refresh viewmodel prefabs/animations
3 Days Ago
merge rust_relay_server -> main
3 Days Ago
Bugfix(tests): fixup ServerProfiler tests that are sensitive to type hierarchies - release binaries from a496e80e Tests: ran ServerProfilerTests
3 Days Ago
merge main -> rust_relay_server
3 Days Ago
Merge from improved_network_groups