192,342 Commits over 4,049 Days - 1.98cph!
Fixed missing model for npc_citizen in Hammer (FGD)
SMG1 ejects rifle shells, not pistol ones
Eliminate some branch differences
Eliminate more branch differences with x86-64
Eliminate more branch differences with x86-64 again
Merge some crashy fix from CS:GO to do with flex verts
Eliminate some branch differences
Eliminate more branch differences with main
Fixed missing model for npc_citizen in Hammer (FGD)
SMG1 ejects rifle shells, not pistol ones
IO wire color value overhaul.
No longer break PBR rules by having pitch black albedo or 255'd colors etc.
Updated the base albedo and normal map.
Looks better.
1st pass view model camera animations for a selection of weapons (deploy, admire and reload only)
switched splat writing to iterate heightmap delta and write splat with normalized coords
- much better results, but needs jobifying as it's much slower
Updating coconut armour view model arms fbx
3p vine swing anim first pass exported
3p throwing and waiting to catch boomerang animations
Added cool emissive mat variant
Tweaked textures
More wip, smoother movement
erosion texture fixes
- use proper splat types
- rebalanced splat values to use exponents
- don't splat monuments
Roof and triangle roof LOS tweaks
Triangle floor and triangle foundation tweaks
Fixed transparency issues on the vine viewmodel
S2P Launch Site
- Adjust terrain collision trigger volumes in launch site, fixing noclip violations around pipes
Have tiger finish off downed players instead of leaving them to die slowly
S2P jungle ruins - to refresh latest collider changes
Updating skinning for coconut armour
Some tweak and fixes
Added new los pos to all building blocks
Rehooked up missing col mesh from ruin piece
Do not output ASCII control characters for color_white
This is useful for exactly 1 person in the world
Handle BaseTexture2 for impact particles on displacements
Do not write variables at default value to config.cfg
Guard against clients without new functions for DButton
Fixed compile errors due to branch differences
Mention that sv_no_ain_files should be set before map load
Handle missing cache file a bit better
Remove cl_showpluginmessages
Fix compile error
Actually remove cl_showpluginmessages
Fix crash with NPCs doing scripted sequences
Remove test_entity_blocker concommand
No reason to have it
Try and return to the player rather than the starting spawn location
Asset usage in Model Picker (Hammer)
Ported feature from CS:GO, also fixes the model list not scrolling to selection after opened for the first time (since the picker is recreated every time now)
Dedicated server workshop improvements
* Cache addon list on success
* On failure to connect to Steam, try to load addons from cache (this is kinda hacky)
* Run Steam callbacks when waiting for Steam Log On, maybe that makes it work more consistently.
set dressing push on jungle ruins monuments - S2P
made the slidejump decal more visible in texture tweak
rope ladder more visible
Fix Bugbait and Gravity Gun reporting 0 as Clip1/2
Make SLAM consistent with weapon_frag
Use primary ammo type instead of secondary ammo type.
Move crossbow effects clientside
Fixed sparks only playing for non local clients
Fixed crossbow load glow appearing on view model when using built-in third person mode
weapon_crossbow handles addons setting its clip to 1
Updated TTT (Community Contributions)
* Adds FCVAR_NOTIFY to various ConVars
* If voice drain is enabled, it will not be applied to admins anymore by default
* Changes some text used in the main menu "New Game" section
* Allows Innocents to pick-up dropped Detective hats by default
* Adds an option to disable the Karma system via the main menu "New Game" hosting
* fix players sometimes being revealed as dead when they chat/voicechat right as they die (again)
Fix regression with Creator tool
Fix scanners creating console warnings on spawnmenu spawn
resource.AddFile does not add .jpg for .mdl files
Fixed crashes when SubRect materials is used on a brush
Add ability to put background behind console notify text
Increase contimes to 12 by default
Added con_bgalpha and con_border
Added con_bgalpha/border to blocked convars
Fixed typo in Extra console dropdown
Fix white-on-white text color for pressed-in DMenuOptions
Minor cleanup
Fixed DTextEntry autocomplete clicks not functioning
Try to prevent infinite loops when firing bullets from OnTakeDamage
There was a weird behavior with it applying the first bullet's damage over and over again if using Entity.FireBullets from EntityTakeDamage
Reveamp scoreboard player volume scroller thing
So it's more obvious that you can scroll
https://files.facepunch.com/rubat/2025/April07-1255-ValuableGemsbok.png
Fixed NPE server crash to do with removed NPCs in NPC squads
Fixed spawning NPCs with creator tool not randomizing weapons
Now fully respects the "NPC Weapon" setting in spawnmenu.
Update: GamePhysics.OverlapCapsules and OverlapSpheres now check for invalid commands and report errros
Tests: unit tests
Industrial Light Refresh
-Model
-Textures
-Placeholder Prefabs.
jungle_update -> boomerang
set up vine swing viewmodel prefab with rig. removed vine swing idle from anim.controller as it wasn't needed and exported first pass vine swing animations.
Clean: added a comment expanding the reason for previous test
Tests: none, trivial change
▉▅▄█▆: ▊▌▋▉█▊▇▇▄▌▋▅▄▄▇▍▆▍▍▉█▊▆▆▅▇▆▉▉▋▆▅ - ▆▌▄▍ ▅▉▌▅ ▇▄▋▅▆▄▉▇▊ ▇-▇▆▅▌▌▄ ▉█▇▅▇▌▌ ▇▉▉▌▅
▍▇▌▊▄ ▋▅█▍ ▄▄▅▌▍▌▅█▄ ▄█ ▍▄█▊ ▅ ▋▌▉▆█▊▊▅▇ ▇▆▉ ▊▆█▋ █▅▉▇ ▆▆█▍ ▊▌▉ ▉█▅▍ ▍▅ █▆▍ ▊▅
▉▇▇▍█: ▉▊▉ ▋▌▊ ▋▉▌▌▇
Added placeholder Schizolobium tree, placeholder billboard set up, mats and textures
wip movement before repositioning
jungle_ruins_e - raised terrain trigger volume higher above terrain
jungle ruins steel gate - made collision more accurate
S2P
removed duplicated sound for obsidian bone knfie but duplicated effects from bone knife and now 1p sounds work
Merge from env_volume_performance_testing
enabled r/w on jungle earth pit collision mesh