138,566 Commits over 4,324 Days - 1.34cph!

3 Minutes Ago
missed consolesystem commit for painting line tool
9 Minutes Ago
Added packet count flushing
14 Minutes Ago
merge cannon_fuse_burn to main
15 Minutes Ago
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
15 Minutes Ago
Skin pass for vagabond jacket
16 Minutes Ago
merge from main
22 Minutes Ago
update from main
25 Minutes Ago
Fix cannon handle spinning due to buoyancy.
27 Minutes Ago
merge from 144620 failed merge
29 Minutes Ago
merge from storepage_boxes
29 Minutes Ago
Restore component box prefab Tweaked cyclegameobject timing
31 Minutes Ago
Apply the door fix to the unused boat door
32 Minutes Ago
added RustRelay ArrayPool to print_arraypool
34 Minutes Ago
Add ability to keep entity hold type override on 3rd person playermodel active after the entity has been destroyed, until an animation event has been received (same setup as for viewmodels) Fix an issue where overrides of DoPrepare were not being called when invoked from the context menu button
35 Minutes Ago
merge from boxes_dlc
35 Minutes Ago
Fixed loot not respawning on deep sea ghost ships
36 Minutes Ago
merge from main
38 Minutes Ago
switch to using DecayEntity.GetPrivilege
38 Minutes Ago
merge from main
47 Minutes Ago
merge from doors_deploy_fix
50 Minutes Ago
Removed old includeAllDoors hack in DeployVolume, unused
54 Minutes Ago
Cleanup EntityListScriptableObject, removed unused code
54 Minutes Ago
Fixed all doors not deployable on top of prevent building volumes, regression from 141211
54 Minutes Ago
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1 Hour Ago
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1 Hour Ago
Apply GetPoseParameter range fix for its one internal usage In the player anim state. Probably does nothing, but at least its not setting the clientside poseparameters move_x/y to invalid values briefly Fixed crashes with Alyx and Jalopy being removed * Also makes Alyx cancel try to enter the vehicle if it is removed while she is running to it Try some more potential crash fixes * Based on just a single dump TTT: Fix SimpleImage PaintOver handling Fix a crash when trying to load weird VTX files Allow Spawnicon Editor to be resized https://files.facepunch.com/rubat/2026/February16-2345-RevolvingLouse.mp4 * Also merged Pull Request for case insensitive search and arrow key animation switching Possibly fix Linux build error Remove 12char cap on net_showudp names Added ActivityWeight/ActivityID to util.GetModelInfo sequences Remove auto generated server flags * It's been long enough for people to adjust to setting sv_location Potential optimizations for Matrix() * Should be a bit faster, especially when not using table as first arguments Potential optimization for Angle() (same as Vector at some point before) Clamp BodyMoveXY playback rate to networking limits Merge PR: Ability for Sandbox NPCs to randomize their model Fix missing return value on Matrix() Flechette Gun aligns projectiles with world clicker Fixed buggy behavior of HL:S crossbow with its zoom * (By removing the "instant" attack mode) Fix HL:S crowbar hitsounds in multiplayer Alias some HL:S weapon killicons from HL2 ones
1 Hour Ago
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10 Days Ago
Fixed Global.EmitSound not firing EntityEmitSound Make jump/land sounds play for non local players * Also made Player:PlayStepSound volume argument default to 1 * Fixes Player:PlayStepSound not really doing anything in multiplayer Added game.Get3DSkyboxInfo Returns table with "origin" and "scale" keys. No function arguments. Send replicated convars in batches of 128 * This fixes an overflow/network channel corruption issue on server join when the server tries to send over 255 replicated convars to the client. Minor cleanups in multiplayer animstate * Make flDeadtime in prediction use correct data type * Removed a bunch of unused fields in MultiPlayerPoseData_t * Reduce amount of LookupPoseParameter calls Remove some unused stuff * Removes CRC calc for game_sounds_manifest.txt loading, since the CRC is never used. * Removes CGarrysMod::SetupSoundsManifest Reload soundscripts when games are mounted * This fixes no voice lines playing in Half-Life 2 maps when the game was started without HL2 mounted, and then HL2 is mounted. Fix NPE client crash when game.Get3DSkyboxInfo is ran too soon Remove FCVAR_REPLICATED from hud_deathnotice_time * It's a clientside convar, the flag has no effect. Fix color mismatch between cl_ and sv_ showhitboxes cl_showhitboxes 2 to show ONLY player hitboxes
1 Hour Ago
merge randomize_seed to main
1 Hour Ago
fixed boat priv issue with boxes, added check for when TC is placed after boxes
1 Hour Ago
Adding burnt fuse into cannon barrel rig
1 Hour Ago
merge debug_simulate_latency to main adds cvar `client.receiveLatency` (client admin) to main to help with testing high ping in Client/Server mode.
1 Hour Ago
exported 3p batteringram idle anim and enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 batteringram prefab
1 Hour Ago
Merge from Main
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
various stools (4) blockout
1 Hour Ago
clothing box corpse fix pooled string and manifest updated
1 Hour Ago
File changes on the bone knife swing action
1 Hour Ago
clothing box corpse
1 Hour Ago
Optim: Jobs 2 - rewrite BuildSnapshotDependencyChains - fix a bug that caused more snapshots to be sent than necessary (causing massive inflation) - add a couple fast paths, rewrote it to be a single-pass algo - reduced number of pooled lists usage Need to write unit tests for this Tests: with useplayerupdatejobs 2 set from start, loaded craggy and 2.5k procgen world in editor, visited ferry terminal - didn't see anything missing, npcs had weapons and were shooting
1 Hour Ago
Imported and implemented new sounds for the bone club
1 Hour Ago
Fix cannon jitter when reloading and firing at high ping.
1 Hour Ago
removed basically every allocation. pool all the things
2 Hours Ago
exported 3p secretlabs chair idle anim. enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 secretlabs chair prefab
2 Hours Ago
Fix scientists not repositionning when a sniper flanks them, even if the shots land near them
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
merge cannon_fuse_burn into main
3 Hours Ago
Fix cannon reload camera animation looping back into itself.