141,145 Commits over 4,352 Days - 1.35cph!

Yesterday
Merge from mfm2
Yesterday
Merge from viewmodel_early_disable_fix
Yesterday
Fix issues with viewmodel and playermodel hold type override lingering around when holstering grenades normally New issue where setting the playermodel hold type override to persist no longer works correctly with 'client.prediction' off or when seen on other players, will look at next Updated PlayerAnimation.controller: - Added PersistHeldEntityHoldAnimationOverride state machine behaviours to 'attack' and 'throw' states
Yesterday
Updating skinning for nomad hazmat
Yesterday
attempt 2
Yesterday
Implement CHAR_DIRSTEREO Also fixed a potential issue with CAudioDeviceSDLAudio Iterate over duplicator positioning * Do not render preview in depth/skybox pass, do not adjust dupe spawn height which affects tall dupes Fixed GM:AdjustMouseSensitivity returning nil still affecting sensitivity * Invalid returns were acting as 0, but -1 was expected for "no action". Now non number returns are treated as -1 Remove more "test" console commands * drawcross, drawline, cast_ray, cast_hull, test_dispatcheffect Change buddha messages to be send to client console Remove hidden "killtarget" concommand Make base gamemode load spawnpoint list from the entity * So we have 1 dynamic list of spawnpoint entities we want Lua to register and use Added MC:V to mountable games list Fix main menu being a tiny square for split second on game start up Minor change Unchange some hardcoded defaults for global EmitSound * Hopefully this is as simple as this for issue 6769 Fix Hologram/Distort render FX affecting attachment & shadow pos * This fixes driving a hologram jeep causing player view to jitter around with the animation. Fix HL1 ammo not respawning at correct pos with mp_weaponrespawn Remove some unused fields from HL2MP gamerules Added Black Mesa as mountable game * Also adds placeholder entities for some NPCs, such as guards, scientists and the HECU Slightly improve error handling for saving JPG/PNG files 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
Yesterday
wip/test merge from main
Yesterday
parts of /nature folder ok
Yesterday
merge from main
Yesterday
Updated FIrewood Holder Stack Prop to fix shading issue
Yesterday
Merge from PlayerRigUpdate2
Yesterday
Updated Small Kitchen Cabinet A Prop LODs to be more optimized
Yesterday
Refactor and additional fix
Yesterday
merge from droppeditem_improvements (compile fix)
Yesterday
merge from droppeditem_improvements (compile fix)
Yesterday
Don't open or process light radial menu if map is open
Yesterday
compile fixes
Yesterday
effects folder ok
Yesterday
▆ ▉▅█ ▄▋▍▄▍ █▍█▅▅▆▍▇▆▊▉
Yesterday
building folder ok
Yesterday
props folder ok
Yesterday
merge main -> rust_relay_server
Yesterday
merged main -> rust_relay_server
Yesterday
L shaped sofa collision
Yesterday
merge from droppeditem_improvements
Yesterday
merge main -> rust_relay_server
Yesterday
Resolved relay startup issues, added relay.restart convar, tidied thread shutdown/restart
Yesterday
▉ ▆█▅▅▅▄▉▊█ ▌▌▊ █▉▄▋█▇▇▌█▅▊ ▋▆▄▉▊▍
Yesterday
▄ ▍▋▍ ▊▆▊▄█▄▄▄ ▍▍▌█▇▌▇▍ ▊▆▍▆ ▊▉ ▅▌█▄▇
Yesterday
L shaped sofa and rugs textures and lods
Yesterday
Merge from main
Yesterday
wrapped DroppedItem RB-removal behaviour behind `droppeditem.remove_rb_on_sleep` convar (defaults off, very experimental) - only changes existing dropped items as they become inactive/active, doesn't go through and remove bodies from anything
Yesterday
Merge from chainsaw_hotspot_gathering
Yesterday
Fix null exception when throwing things at trees/ore nodes
Yesterday
dropped item improvements with vehicles - item clipping check data stored in LS, behaves properly with boats now instead of falling through all the time - experimenting with destroying/adding RB components instead of setting kinematic
Yesterday
Merge from main
Yesterday
changed rotation sway amount to 1 in salvaged hammer viewmodel prefab
Yesterday
structures folder ok
Yesterday
Merge from light_toggle_icon_fix
Yesterday
Fix light state not appearing on icon
Yesterday
Teleport boat fix
Rin
Yesterday
merge from armored_ladder_hatch
Yesterday
Merge from terrain_renderer
Yesterday
Codegen
Yesterday
▌ ▌▅▆▊▅▋▉▊ ▊▆▌▊▌▅▄▆▊█ ▍▉▊ ▋█▊▊█▊▌▅▍█ ▆▇█▉ ▆▌▅▌
Yesterday
Make terrain ConVar developer only
Yesterday
BasePlayer.Command now has overloads for 1-4 parameters, makes all calls from our code alloc free Left the params version for mod support
Yesterday
Various spinner fixes
Yesterday
Spinner fixes
Yesterday
Merge from terrain_renderer