193,685 Commits over 4,079 Days - 1.98cph!

Today
By default, entities won't use the network cache when networking their owner info - Fixes drone owners not being able to set their ID - Fixes signs being inaccessible to their owner when locked
Yesterday
Minor cleanups of empty/unused files Minor cleanups/warning fixes FIxed compile warnings with LuaJIT "Mounting %i workshop addons" reports mounted count, not total count Bump mem_max_heapsize to 512, and block it & datacachesize from Lua "Optimization" addons setting these to very low values (lower than GMod defaults) when "turned off" causes crashes Undo internal texture changes from CS:GO that affect monitor materials Remove voice_modenable in favor of voice_enable Both of them existing only causes confusion for players. Also fixed a case where voice chat would cease to work voice_enable is set to 0 and back to 1 Player:VoiceVolume works for local player without loopback This only works when using Steam voice, and only when not recording voice to file. (The default state)
Yesterday
flaregun blockout
Yesterday
Rotation easing + fixes
Yesterday
revert accidental change
Yesterday
Update: Merging asset loading flows together - still editor only + debug code to early out - still slow (there's a number of issues left to resolve) Discovered that mixing Sync + Async loads causes an integration queue flush(big stall for us). This'll be a tricky problem to address, since SoundDefinition (and I presume others) load assets as part of OnValidate Tests: procgen in editor
Yesterday
- randomize weather noise offsets for variety - respect render scale/dlss scaling - sun and ambient improvements
Yesterday
`debug.spawn_all_deployables` command - spawns one of every deployable in a grid (sometimes useful for testing)
Yesterday
RustCraft
Yesterday
Additional LOS check pos for wallpaper constructions, fixes all the various line of sight blocked issues when placing down wallpaper
Yesterday
Update: hooking up gameobject spawning to async load logic - Contains a bunch of testing code used for profiling, will clean up in next update Needs a bit of rework to ensure both the orignal flow and new flow can work together. Tests: ran procgen
Yesterday
Bugfix: fix out of bounds access during prefab shuffling Tests: ran procgen, no exceptions
Yesterday
Added support for all shadow cascades and added a fixed step size to reduce distant artifacts
Yesterday
Phrases
Yesterday
Added some moving 3D perlin-worley noise to break up the light beams slightly
Yesterday
proj matrix fixup, fix weather map noise tiling, more cleanup
Yesterday
merge from hackweek_fps_logging
Yesterday
Merge from hackweek_fps_logging
Yesterday
Can now log client FPS to a file using fps.startlogging. Use fps.stoplogging to stop the logging, it will logged into a file.
Yesterday
Inventory redesign
Yesterday
Update: implement missing logic for both GatherAssets and Process - GatherAssets now respects all relevant settings and sorts paths - implemented Process that works on a batch of objects Tests: only GatherAssets has been checked (confirmed reduction of assets due to config use)
Yesterday
Update: exposing prefab preprocesing from GameManager Tests: none, simple change
Yesterday
Update: List and Array Shuffle range overloads Tests: none, trivial code
Yesterday
Perm Store design
Yesterday
Weekly skins tab new design
Yesterday
Added better light scattering for the volumetric god rays
Yesterday
Boleadoras - Initial engine setup as a modified combat knife, with working ragdoll hit effect on players and placeholder models for viewmodel, worldmodel, entity and projectile (and it spins properly!). Updated manifest
Yesterday
material changes to dog kennel
Yesterday
Optim: replace prefab search logic with editor manifest lookups - commented out a bunch of code for quicker iteration, wil lrevert later - doesn't account for monument duplication/probability Significantly faster because we don't load any assets in the process - goes from 30s+ down to 15ms Test: tried to procgen default editor map
Yesterday
Update: Sort editor manifest by path Allows to do faster lookups Tests: ran in the editor
Yesterday
turned emissive off on miner hat material so its not always on on world model
Yesterday
Re-applied Planner.Server changes
Yesterday
merge from main
Yesterday
merge from debug_draw_fixes
Yesterday
merge from miner_hat_metal_to_specular
Yesterday
merge from /f1grenade_standard_to_specular_fix
Yesterday
merge from large_wood_box_floor/large_wood_box_floor
Yesterday
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Yesterday
merge from crossbow_workshop_duplicate
Yesterday
merge from computer_station_chat
Yesterday
merge from rock_formation_fix
Yesterday
merge from building_los_fix
Yesterday
alternativeLOSChecks_enabled true by default
Yesterday
test commit, who dis? - it's pedro. and this is a dog kennel. oof oof
Yesterday
merge from building_los_fix
Yesterday
Added a new setting in Construction to disable the use of the last valid placement Enabled for walls, floors and foundations
Yesterday
sub navigation, more featured content styling
Yesterday
Added initial volumetric god rays implementation
Yesterday
merge from main
Yesterday
merge from ballista_climb_fix