194,665 Commits over 4,079 Days - 1.99cph!

Yesterday
bloody bucket and diy hammock
Yesterday
merge from main
Yesterday
Update DebugLuxels shader from HL2 repo
Yesterday
Remove "Use Bloom" checkbox from Video options, as it does nothing Remove mat_hdr_level 1 from Video Options since it doesn't do anything mat_hdr_level 1 will act as "NONE" in options. Fixed options complaining about missing hap_HasDevice convar Remove sv_contact and sv_consistency as they are unused Rework arguments of OnClientLuaError This is a bit messy until a network breaking update, but new arguments are: ( error, ply, stack, addon_name ) Also no longer affected by "5 a second" limit serverside Lets try not delaying material/texture cleanup until render end Add WriteTempEntities overflow warning from csgo Bonemerged models inherit lighting origin from parent Makes viewmodel hands match lighting of the viewmodel itself Apply changes to CHudCloseCaption from TF2 Make Linux compile Fixed regression to do with PrePlayerDraw Fixed an infinite loop in weapon selection HUD Faceposer uses localized "Other" string Fixed 3D grid not rendering correctly in Hammer
Yesterday
Merge some Bootil changes from x86-64 Remove mp_usehwmmodels convar (unused) AvatarImage panel changes + defer material cleanup till render end AvatarImage keeps track of textures it creates and reuses them, preventing exhaustion of texture name symbol list Deferring material cleanups a little makes it more likely the materials and textures are no longer used by any part of the renderer, allowing refcounts to reach 0 naturally. Added GM:OnClientLuaError( strErr, ply ) Remove stray space indentation in some Lua files from PRs Updated FGD files Added inputs to light_environment, removed point_clientcommand and point_servercommand since they do not work in Garry's Mod. Fake Combine Ball bounces from frozen props Make crossbow bolts bounce from indestructable props Prevent crashes when trying to write too much data to small texture Added new info to util.GetModelInfo IncludeModelCount, IncludeModels and HitBoxSets Fix avatar image texture manager not respecting avatar size at all Removing more unused convars mp_teamlist, mp_teamoverride, mp_defaultteam, mp_allowNPCs Remove mat_disablehwmorph as it does nothing
Yesterday
add shore distance falloff control for biome fogs
Yesterday
Settings keybinds tab wip
Yesterday
Wallpaper floor & ceiling pack - updated metal floor maps, integrated 2 more ceilings
Yesterday
Add queue system for adding/removing instances to prevent colliding with the jobs
Yesterday
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Yesterday
add more parameters to control biome fog lighting
Yesterday
Implement a fallback renderer for non-instanced draw calls based on Graphics.RenderMesh()
Yesterday
Fix ammo count not updating when gun is fired - bug from showing chainsaw fuel but should also fix ammo count being slightly delayed when at higher ping instead of using client prediction
Yesterday
rebalanced terrain splatting around snow and sand to not be massively too broad
Yesterday
Blocking in temporary colours and materials on floating walkways
Yesterday
Update Compass View Model and World Model Mesh Imported Compass Textures and Setup Compass Materials Setup World Model Prefab, LODS and Collider
Yesterday
Added support for gradients in StyleAsset (only implemented by RustButton for now) Also fixed refresh not working in edit mode
Yesterday
Changed Bootstrap again - make sure the menu doesnt leak in whilst loading
Yesterday
Setup server browser server types Setup server browser gamemodes Icons, and localisation linking Setup tab groups on navbar Setup tab groups on gamemodes and server selection
Yesterday
merge from fix_backpack_corpse_remains -> main
Yesterday
Fix backpack not being inserted into corpse remains if the backpack has items in it
Yesterday
merge from qol_train_inaccurate_turrets -> main
Yesterday
merge from qol_train_inaccurate_turrets -> main
Yesterday
Merge from large_demolishing
Yesterday
Additional check
Yesterday
Merge from large_demolishing
Yesterday
Move the pre existing DemolishFlag clearing behaviour from StabilityEntity.Load to DecayEntity.Load
Yesterday
Merge from main
Yesterday
Turrets are less accurate when shooting players on moving trains - 10% chance to miss per m/s of train velocity (convar trainturretinaccuratepervelocity) - works out to 35% chance to hit at 10 m/s (medium speed) and 12% chance to hit at 20 m/s (high speed)
Yesterday
frame mat
Yesterday
Renamed some floating walkway meshes. Added temporary textures for colour block ins.
Yesterday
large sail blockout mesh update
Yesterday
food container crates for orange/corn/potato/apples material updates + LODs and prefabs with collision
Yesterday
merge from fix_corpse_limited_slots -> main
Yesterday
Increase slots of corpse remains (what the corpse despawns into) from 36 -> 42 slots to fix edge cases where the player corpse has more items than the corpse remains can hold causing extra items to go straight onto the ground - switch loot panel from generic -> generic_large to show >36 slots
Yesterday
Settings controls tab
Yesterday
Add URL system to the main menu. Manager can be sent a URL and will parse out the correct path to the correct page. Pages will be injected with query arguments based on the URL. Allows us to have buttons that will open up specific pages/settings/areas of the menu automatically.
Yesterday
Working graphics presets Some layout and toggle fixes
Yesterday
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Yesterday
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Yesterday
Turn down bootstrap image opacity
Yesterday
Remove flex transition from page animations
Yesterday
Updated all the skin texture bundles to fix the broken normal maps that were uploaded via the workshop
Yesterday
Headers
Yesterday
New standardised way to handle Rust Button tab groups. Child class which can handle main menu or specific tab menu navigation. Code cleanup Added namespace to add pages/ui scripts
Yesterday
created WIP ceiling and floor paper viewmodels
Yesterday
More WIP work on floating walkways
Yesterday
Disable only unsupported submeshes in MeshRenderers, not all of them
Yesterday
Added Ping to the performance logging
Yesterday
Flattened terrain in jungle_ruins_c to ease transition in procmap