158,308 Commits over 4,566 Days - 1.44cph!

Yesterday
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Yesterday
merge from fix_scrapheli_dismounts
Yesterday
Make surface.DrawPoly throw an error when giving invalid data * Specifically when giving it less than 3 verts Stop ropes being invisible in specific mcore circumstance * `r_queued_ropes 0; mat_queue_mode 2; gmod_mcore_test 1` is the exact scenario Restore functionality of sk_auto_reload_time * Requires gmod_suit set to 1. Value of 0 or below disables the feature.
Yesterday
Codegen
Yesterday
Implement maximum amount of TCs placed IN SOFTCORE ONLY - maximum 3 for now - follows how the "maximum sleeping bag" system works with the amount shown on the icon & toast when you reach the limit
Yesterday
biofuel_idle_fix -> main
Yesterday
Only consume electricity when actively generating fuel
Yesterday
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Yesterday
Fix livestock age regressing when calf grows up into adult, and age being more and more incorrect over time because of the random variance
Yesterday
merge from drinkingpoint_optims
Yesterday
merge from drinkingpoint_optims
Yesterday
Fixed Spawnmenu middle mouse click regression Handle addons not providing complete data for NPC weapons * So spawnmenu doesn't get bricked entirely Fixed -force32bit trying to launch 64bit CEF Use more dynamic fallback for Infected shader * Instead of shipping edited materials, we do it in code Fix false positive with "Out of bounds bone in CIKContext" Fixed potential npc_alyx related crashes Potential fix for a crash on that one CS:S map Update Windows symstore path
Yesterday
Bring back multiline input support to the console
Yesterday
merge from qol_loadout_inventory_preview -> main
Yesterday
Fixed UpdateWaterDrinkingPoint running when not needed: - now runs in the entity looking at tick every 0.1s - skipped when mounted, or when move speed is above drinkMovementSpeed Its a trace so it wasnt scaling well in big bases
Yesterday
merge from map_optims
Yesterday
Cache vending machines and skip rebuilding all their markers when opening the map Saves around 80ms on a server with 170 vending machines
Yesterday
merge from fix_apartment_teammate_door -> main
Yesterday
Update test list
Yesterday
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Yesterday
Codegen
Yesterday
merge from fix_apartment_transfer_items -> main
Yesterday
merge from main -> fix_apartment_teammate_door
Yesterday
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Yesterday
merge from fix_custom_item_drag -> main
Yesterday
merge from fix_jungle_plant_water -> main
Yesterday
merge from fix_sentry_modded_tag -> main
Yesterday
merge from fix_motorcycle_dismount_order -> main
Yesterday
merge from fix_client_sail_wind -> main
Yesterday
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Yesterday
merge from netgraph_fix
Yesterday
Reapplied the fix after the post-merge conflicts
Yesterday
merge from main
Yesterday
merge from prototype_arctic_trail_path_fix
Yesterday
- New Character Creator Layout - Stop the icon preview characters looking dead (they had no eyes in their sockets) - Fix numerous build errors - Remove eyebrows category - Add underwear category
Yesterday
Missed files
Yesterday
merge from console_autocomplete_improvements
Yesterday
merge from lookatboat_optim
Yesterday
Clean: remove stale todo Don't think I need to fiddle with asset scenes in this case Tests: none, trivial change
Yesterday
Cache LandmarkInfos so we only rebuild them when necessary
Yesterday
Update: ignore auth messages if already authed Tests: using a temp servervar triggered reauth while on Craggy - got rejected
Yesterday
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Yesterday
Fix after merge
Yesterday
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Yesterday
Increase livestock lead break distance from 7 to 15m, show familiarity and gender by default
Yesterday
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Yesterday
Add logging to memsnap commands - indicate if you are on a release builds and they won't work (keep the commands listed though instead of removing them) - log a message after they run - print to server console / logfile / rcon if the dump worked
Yesterday
merge from main -> qol_loadout_inventory_preview
Yesterday
Split sensitivity per axis
Yesterday
Merge from main