141,125 Commits over 4,383 Days - 1.34cph!

Just Now
merge from wiretool_fluidtankboat_fix
Just Now
merge from devtools_escape_fix
Just Now
merge from adminui_copy_fix
3 Minutes Ago
merge from loadoutUI_refresh_fix
4 Minutes Ago
merge from waterwheel_deployable
4 Minutes Ago
merge from skinviewer_chickencostume_bc_fix
5 Minutes Ago
merge from sessionmodal_fixes
5 Minutes Ago
merge from vclouds_refl_error_fix
6 Minutes Ago
merge from storehero_text_fix
7 Minutes Ago
update from main
7 Minutes Ago
update from main
10 Minutes Ago
Remove fuse lighting from mortar. Add instantly firing on reload. Fix firing point not being attached to the mortar. Implement distance text Implement velocity calc for mortar firing. Remove aim direction resetting on reload (old inherited behaviour) (Mortar seems functional, needs randomness and recoil.)
11 Minutes Ago
Make some progress getting Rust/Standard to work with BatchRendererGroup
3 Hours Ago
Update "Rejected transfer of" warning to be more descriptive * And also moved it after existing file check, so it doesn't spit out misleading warnings Add .ani to serverDL whitelist Fixed Lua error with duplicator's control panel Clamp down on more invalid paths Turn some console messages into warnings so they are easier to see Reduce scheme max font size to 150 * Fixes some weapon selection icons not having their blur at 160 More killicon aliases Vehicles inherit physics icon, hl1 mp5 and grenades use HL2 alternatives More BMS NPC placeholders * I am not even sure I should be doing this. Adds the zombie variations, sets the human grunt models, randomizes faces Consistently apply ammo HUD coloring when empty
2 Hours Ago
Revert unnecessary changes to GetCloseConnections, HasCloseConnections, and HasConnections that was causing server perf issues
3 Hours Ago
FlexVirtualScroll:GetItem NRE fix attempt
3 Hours Ago
Added salvaged axe
3 Hours Ago
merge
3 Hours Ago
Fixed title text not showing if the url is empty (igno Url can now redirect to any store subtab
3 Hours Ago
Fixed store hero title text not showing
4 Hours Ago
Added and set up conditional meshes for wooden armor jacket and pants male and female
4 Hours Ago
Bitumen roof texture set rework and masks
4 Hours Ago
Renamed bitument roof textures for consistency
5 Hours Ago
Updated ak variants to use custom spine and aim correctly (appears to have rollbacked at some point)
5 Hours Ago
fix addfriend auth failure when TC/Privelege is not visible
5 Hours Ago
Fixed chicken costume skin viewer burst cloth
5 Hours Ago
Update: ServerProfiler.Init now resets managed internal state - also added handle cleanup to ScopeRecorder and SlowScopeRecorder dispose, in case double-dispose gets called This reduces test boilerplate slightly (as scope recorders have a timeout) Tests: ran unit tests - they pass. still chasing native storage corruption
5 Hours Ago
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5 Hours Ago
exported latest crossbow bowless viewmodel  anims
5 Hours Ago
Bowless Crossbow - updated worldmodel LODs to match the base crossbow
6 Hours Ago
Added machete sounds and butcher knife inventory sounds
Today
creating crossbow bowless viewmodel  anims
Today
added workbench tier 1/2 reinforced upgrades textures/materials + LODs (gibs still need to be made)
Today
DDraw.Arrow passes distanceFade and zTest params to the Line() call correctly (was just repsected by the arrow head)
Today
basis for bridge generation, just finding bridge segments on road paths and breaking down into entry/middle/exit sections
Today
Bugfix: when exporting a snapshot from recorder scopes skip fast-forward logic to 0 callstack depth Tests: recorded coroutine, was able to see all 3 log calls (before yield, after 1st yield and before yield break). But something's corrupting memory for subsequent perfsnapshots
Today
Added support for interleaved cached shadow rendering and added a new set of convars for controlling shadow caching settings
merge from playerrigupdate2
Today
Merge: from serverprofiler_recordscope_pause Need it for experiments with profiling coroutines
Today
Hook up mortar to overlay, setup pitch/yaw rotation on mortar, fix not being able to get close to the mortar because of old colliders, fix pitch clamp to match mortar angles 0-45. Start cleaning up and removing a lot of objects from the old prefab.
Today
Add a generic overlay to use with mortar's distance text - basically just binocular overlay without the scope.
Today
shorten io info text for scaling issues
Visibility on heavyplate jacket and pants
Today
merge from waterwheel_headbob
Today
fix error rendering reflection probe when vclouds were disabled
Reposed heavyplate jacket, gauntlets and pants, added tshirt and trousers
Today
made ProceduralMapRoadSimple usabel
Today
storing "point types" in PathInterpolator to let per-usecase definitions of types along path points - initially only having circular road ring define some path types for BridgeExitEntry and BridgeSegment to have it sit above water instead of bringing terrain up to it
Today
kiosk shop sign lods and view distances/resolution for painting
Today
Bugfix: prevent taking perfsnapshots if a recorder scope is currently active and vice versa - also fix recorder triggering NREs because it tries to run perfsnapshot code Tests: ran profiler scope spanning multiple frames. Checked output, it's not making sense, investigating deeper