257,433 Commits over 4,018 Days - 2.67cph!

19 Days Ago
Merge: from main Tests: none, no conflicts
19 Days Ago
Add Explosion.SpawnEffect Give all explosions scorchmark decals, triplanar mapping Add cleardecals cmd
19 Days Ago
Reduced normal intensity of mossy wood floor. Added WIP bespoke bamboo stairs to ziggurat. Committing missing mauritia meta. Replaced missing prefab links from zigg scene.
19 Days Ago
FGD: Allow `bool` and `boolean` to be interchangeable HDR override for FOG colors from 20th anniversary Requires networking changes, so not currently active Added logic_eventlistener(_itemequip) Serverside only entities, FGD included
19 Days Ago
tool for checking trigger exclude layers for TriggerBase across assets
19 Days Ago
Horizontal header navigation
19 Days Ago
Merge from main
19 Days Ago
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19 Days Ago
Merge from Tiger
19 Days Ago
Stop current anim on client when entity is recycled
19 Days Ago
Fix root motion NRE
19 Days Ago
Add convar to control if item ownership is shown on client - `show_item_ownership`
19 Days Ago
merge from coarse_grid_bounds_fix
19 Days Ago
pad CoarseQueryGrid bounds to handle offshore monuments properly - world size is not inclusive of these, just terrain
19 Days Ago
Fix client server compile errors
19 Days Ago
Fix potential animation invalid state (animation stopped, but still playing) Fix tiger potentially getting stuck out of navmesh
19 Days Ago
Bee atlas files.
19 Days Ago
Pressing Attack2 will also cancel reload
19 Days Ago
Increase shotgun spread
19 Days Ago
Merge: from parallel_validatemove * Modifies Full Server Demo recording to grab more data + timestamps per packet * Adds editor-only "DemoServer" server backend that we can use in editor to play back full server demos. Switch editor to ServerMode and put path in GameSetup object * New server-side batch-update of players routine - disabled by default as it's not validated yet. Controlled by `server.UsePlayerUpdateJobs` * Added GamePhysics batch versions of OverlapCapsule and OverlapSphere * Couple unit tests to check Water's batch queries against non-batched versions Tests: A lot of server demos recorded and played back in the editor doing core activities (looting, harvesting, interacting). Made sure standalone server and client builds locally.
19 Days Ago
Merge: from main Tests: none, no conflicts
19 Days Ago
DeathmatchDamageInfo defaults Gluon gun uses damage proportional to how much time has actually passed relative to interval Buff hornet projectile speed
19 Days Ago
Crank up gluon beam damage, do first inflict tick immediately
19 Days Ago
merge from main
19 Days Ago
v_m700: added speed_reload and speed_ironsights float parameters
19 Days Ago
mauritia flexuosa - rest of the models and prefabs
19 Days Ago
v_mp5: added speed_reload and speed_ironsights float parameters
19 Days Ago
Discard ShootEffects if the player's already dead
19 Days Ago
Implement explicit damage types - crush, bullet, explosion, generic - so we can ragdoll and gib correctly
19 Days Ago
merge from ioentity_optims2
19 Days Ago
honeycomb world model Meshlod, materials and textures updated existing honeycomb prefabs accordingly
19 Days Ago
Smooth out initial tiger rotation when preparing to leap
19 Days Ago
RF broadcaster and receiver flag networking
19 Days Ago
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merge from jungle_foliage
19 Days Ago
GenerateMipMaps shouldn't generate mips smaller than 1x1 (which might happen on textures with weird dimensions, e.g. 3x3) UI: support border-radius shorthand transitions
19 Days Ago
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v_spaghellim4: also change the condition to cycle-based if using b_reload while b_empty=true
19 Days Ago
bee grenade vm - added new admire - tweaked throw aim anim - new animator - set viewmodel prefab to use new animator
19 Days Ago
Fixed a crash when spawning certain vehicles 64bit versions of compile tools say that they are 64bit So it's more clear what version is being used from logs alone Merged Pull Requests * TTT: Change holdtypes for consistency with viewmodels * TTT: clarify Health Station usage hint text * TTT: Update localization files * Fixed tool sorting when some tools are missing localization strings * Micro-optimize Workshop Mount VGUI Rework how LZMA decompression works for BSP files The existing code was awful. The new one is less wasteful. Make util.TableToJSON output whole numbers without decimal point Minor cleanups Fixes towards MP3s hanging the game on first playback * Fixed MP3s recaching 2 times sometimes in a row * Fixed cache size not being able to exceed 65k * Make MP3s skip the ID3 data immediately on cache, not on first playback. This makes loading a bit slower per-file, but makes it so we don't need to cache 400KB of useless data per MP3 * Increased amount of cached data for MP3s to satiate initial burst of data access by BASS (from 16K to 96k) This was preventing async load of the entire file Merged Pull Requests * Refactor sandbox hints * Remove angular-ui, jquery-ui, jquery-color
19 Days Ago
v_spaghellim4: added speed_reload and speed_ironsights float parameters + make b_reload timings based on cycle progress instead of absolute time (which unfortunately does not get scaled by the speed node even though blend times do...?!) https://files.facepunch.com/maxlebled/1b2011b1/2025-02-20%2014-26-16.mp4
19 Days Ago
Merge: from main Tests: none
19 Days Ago
v_usp: added speed_reload and speed_ironsights float parameters
19 Days Ago
Clean: ServerDemo - fix up names of entities that get reported via errors Tests: played back procgen demo
19 Days Ago
Admin playfund user list Add Grid component Fix PageAlert font size Add StatCard component User page has a monetization section Inventory section in user profile Use the payment rules Move "edit" options to always be at the lower left
19 Days Ago
Added a bee swarm ai specific convar to disable them
19 Days Ago
- Made new convar to ensure AI weapons will also listen to AI settings 'ConVar.AI.effectaiweapons' - Bee Swarm AI now listens to ignore players and think settings if effect ai weapons is enabled (off by default)
19 Days Ago
Storage monitor only network flags