134,981 Commits over 4,293 Days - 1.31cph!

3 Hours Ago
scrapframe XL and XXL, gibs, lods, paintable setup, hooked up new material
4 Hours Ago
Merge from main
4 Hours Ago
Improve editor terrain view Snap render distance to cell to make bounds consistent FIx incorrect LOD borders at last LOD
4 Hours Ago
Merge from io_budgets
4 Hours Ago
Move SolarPanel.SunUpdate into a work queue (0.05ms budget) Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
4 Hours Ago
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
Today
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
Today
Convert steering wheel to MeshLOD
Today
Merge from door_alloc_fix
Today
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
Today
Merge from cctv_budget
Today
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
Today
Subtract merge 140855
Today
Merge from main
Today
Fix Lua errors when NPCs use Fists and Camera SWEPs Remove XZip from Bootil Update FastLZ lib Fix some compile warnings in Bootil Fix "Error" and "ErrorNoHalt" not firing OnLuaError on SRCDS
Today
WIP on lightup frames
Today
Add a null check in TriggerParent.CheckAllParenting
Today
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
Today
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
Today
Fix old pastes created before it properly filtered out client entities in the editor - will filter out the duplicate entities during the paste and warn the user to re-save
Today
initial comps box prefab setup. manifest
Today
merge from naval_update
Today
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
Today
Clear deep sea shore vector data server side when the deep sea closes
Today
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
Today
Tests: add basic OcclusionGroup tests - covers both old and new logic Tests: ran unit tests, most fail, only trivial passes. Will resolve tomorrow.
Today
Apply the previous fix to the floating cities as well
Today
Use temp job allocators for deep water checks
Today
merge from artist_pack_dlc
Today
merge from artist_dlc_ornate_frames -> parent branch
Today
rehide large ornate frame item, fix labels
Today
Picture Frames - shutter texture update
Today
merge from artist_pack_dlc
Today
clear cached easel fix
Today
Picture Frames - shutter texture for scrap frames (WIP)
Today
Fixed the lag spikes + ocean disappearing frames when entering the deep sea (hope this doesn't break anything else)
Today
added new bed ambiences and wildlife to the islands
Today
merge from main
Today
exported edited 3p paintball gun anims so they to aim true and 3p idle clip made shorter to remove judder
Today
halved length of w paintballgun shooting anims and reduced 3p finger movement on shoot anims abit
Today
TTT: Add TTTRadarScan hook Only queue simple timers if using the same callback func Minor cleanups * Code deduplicate of timer.Destroy alias * Remove code from timer.Create that seems to do nothing useful Handle potential mesh related crashy issue Try to fix decals on high poly models spazzing out across the whole map Do not forcibly crash the server if `player_connect` event failed to create * Now prints a warning and continues on. Fixed a typo (Serveres => Servers) Fixed a typp in UGC uploader (+ some translations) Added texture name to ShaderAPIDX8::CreateD3DTexture warning Merge some func_tracktrain changes from P2/CSGO * Allow Roll spawnflag * hack to avoid gimble lock * SF_CORNER_TELEPORT interpolation change * Dead end path change * Added missing spawnflag (4), updated description of "HL1 train" spawnflag Lets try turning "gamemode is nil" crashes into Lua errors * Seems to not crash on its own, and is slightly better/debuggable user experience Add likely fail reason to ShaderAPIDX8::CreateD3DTexture warnings * It's 1x1 DXT5 textures in my experience, so we test for that Add "enabled" key to util.GetSunInfo Try to fix IMaterial:GetShader on Linux SRCDS * By storing the shader name on the material, instead of relying on the shader system on dedicated server Add a few new inputs to prop_vehicle_jeep (Jalopy version) * DisableRadarDetectEnemies * EnableHazardLights * DisableHazardLights * NoHazardLights key value * Added "Has Gun" keyvalue to jeep in Hammer * Removed non existent "HUD Locator Precache" spawnflag from Jeep in Hammer Use FGD files * Fixed prop_vehicle_jeep having static prop key values that are not applicable to it * Added some descriptions here and there, where there were previously none * Deduplicated some key value definitions, such as skin and fade distance stuff Added new spawnflag for func_tracktrain - GoldSrc rotation Make plastic materials emit some particles on bullet hit * Affects props like the blue barrel, Lamarr cage, etc. Minor cleanups * Makes CBaseAnimating::m_OverrideViewTarget private Fixed potential crash issue with look door Jalopy no longer spawns trigger_vehicle_cargo at all times * Instead, spawn the entity only when asked to, i.e. `CargoVisible` key value is set before Entity.Spawn is called (maps), or SetCargoHopperVisibility input is used on the car. This input can now also be used to properly disable the functionality by doing `SetCargoHopperVisibility 0` * This means that Sandbox Jalopy no longer uses 2 edicts, and will not be able to hold a magnusson device in the invisible holder (unless explicitly enabled beforehand) Added ReleaseBusterFromCargo input to Jalopy Remove "Ember type" from env_embers in Hammer (did nothing) Make env_embers compile with parenting support * So basically there's this stupid system of "if a brush entity doesn't have "origin" keyvalue at map compile time, the brush model bounds will be in world space". env_embers did not use it and therefore was incompatible with parenting. We now make this entity use that system (like all entities should really be doing to be honest) and try to detect the difference in code for old maps and new maps, and apply the entity's position to the particles if we detect the map as "newly compiled with support for parenting" for this entity FGD: Add auto generated values of func_breakable_surf * So they do not appear as broken in Hammer, and provide explanation as to what they do.
Today
Uzi Blockout
pushing_toast_fix -> main
Remove pushing toast log
cannon_clipping_fix -> main
Apply new cannon values to the camera head animation system
Today
Merge from deploy_edit_menu_option
Today
wood box game textures updated still wip
syncvar_inheritance_fix -> main
Today
Paintball Gun - added conditional ammo meshes for worldmodel