137,189 Commits over 4,474 Days - 1.28cph!

2 Days Ago
Enable clan system by default, except in hardcore
2 Days Ago
More fixes. S2P.
2 Days Ago
merge from main
2 Days Ago
New token for apartment upkeep panel (Lootpanel no longer reuses tool cupboard text)
2 Days Ago
More fixes & polish. S2P.
2 Days Ago
Ensure demo compatability is false to start (ensures it prompts you everytime)
2 Days Ago
Volume polish
2 Days Ago
Mid floor corridor z-flickering fix
2 Days Ago
main -> game_room_dlc
2 Days Ago
removal of unused meshes and textures
2 Days Ago
satellite lods
2 Days Ago
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2 Days Ago
- More shot animation work - More debugging
2 Days Ago
Use save version number for the clan DB file so that a new one is created with wipes instead of persisting
2 Days Ago
Fix BuildActionResult NREs hopefully
2 Days Ago
Lighting on its own dedicated culling volumes instead of with furniture.
2 Days Ago
Fixed missing door in Rentable Shop B when it's not rented
2 Days Ago
Halloween Costume setup
2 Days Ago
Founders Door - fixed guide mesh
2 Days Ago
Fixed incorrect ejecting position for small apartment (basements) https://files.facepunch.com/raul/1b2911b1/Unity_4oJfm1v308.mp4
2 Days Ago
over-fitting basement terrain volumes
2 Days Ago
Lighting cullers progress.
2 Days Ago
Merge from /main to /halloween_costume_2026
2 Days Ago
Culling tests.
2 Days Ago
Styling fixes for search/scrub/filtering
2 Days Ago
Disabled breast censorship cube on roundabout chair and swing seats
2 Days Ago
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
5 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
2 Days Ago
Fixed open demo folder button not working on macos
2 Days Ago
Merge: from main
2 Days Ago
redo flat view, it was mostly unusable before
2 Days Ago
Migrating main building commons lighting into its own culler system, part 1 (WIP)
2 Days Ago
merge from shopfront_stringpool_warning_fix
2 Days Ago
Fix stringpool warning spam when hitting metal shopfront Fix interaction collider incorrect physics material
2 Days Ago
Add scrub slider similar to the one in frame debugger
2 Days Ago
Cleaned up cooking tests: ore smelting tests only use oven that can smelt ore, same for cooking tests etc Test list
2 Days Ago
skip automatic preview diffing when there are more than hundreds of textures to diff, it's super slow
2 Days Ago
tweaked storage_barrel_b deploy volume very slightly so it fits in to half and double shelves
2 Days Ago
Fix roundabout and swings not immortal + marking players as hostile Fix the rotation not being initialized correctly on the client
2 Days Ago
Fixed apartment door numbers
2 Days Ago
Fix frame debugger capturing empty data and not capturing previews when there are a lot of events
2 Days Ago
Recovered layer settings in large apartment. Fixed door lighting issue.
2 Days Ago
supermarket freezer lods
2 Days Ago
fix trailing comma
2 Days Ago
Clean: add a comment Tests: none, trivial change
2 Days Ago
- Basic setup for shot force controls - Prevent moving mouse up and down from moving the underlying mountable
2 Days Ago
rebuilt skins
2 Days Ago
removed glowing sprays
2 Days Ago
added edited sprays
2 Days Ago
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