136,844 Commits over 4,444 Days - 1.28cph!

Yesterday
gamesroom shotgun trap - updated greybox model & material
Yesterday
Added new sounds to the industrial double doors :minecraft-door:
Yesterday
Apartment complex b shadowproxy
Yesterday
Fixed an issue that was causing all additional lights to sample the shadow atlas using NGSS even when the light was set to have no shadows enabled
Yesterday
Merge from apartment_complex_monument
Yesterday
Merge from main
Yesterday
Merge from apartment_complex_monument/conversation_fixes
Yesterday
Arm weight IK, needs more param tweaks
Yesterday
Restore thank you message change
Yesterday
Merge from apartment_complex_monument
Yesterday
Improve editor performance when panning dialogue graphs, due to displaying and repainting potentially many localization phrases
Yesterday
switched to a strategy pattern to move type switching out of the hot loop
Yesterday
merge from main
Yesterday
Merge from satellite_art
Yesterday
Merge from playermaintainedmonuments
Yesterday
Recycler merge fix
Yesterday
Moved one of the roadsign spawners in an attempt to fix console errors Added a helper culling volume to the roof to make the ladder spawn closer to the roof entrance Scene2prefab
Yesterday
unifying SDF shapes into a single struct
2 Days Ago
(Dont) Build vtf2tga, splitskybox, captioncompiler, elementviewer * There were previously prebuilt only, now we built and ship our own versions * Delete glview.exe as it appears to be some legacy app for Hammer portal viewing? Delete more log files if they are over 100MB Minor cleanups * Delete CTextStatsMgr, unused system that writes an unnecessary empty text file called "stats.txt" * Set sv_logdownloadlist to 0 by default, prevents generation of useless files in garrysmod/DownloadLists/ Get rid of sv_no_ain_files and do not auto send .nav and .ain to clients Delete game/steam.cfg Probably some leftover from pre SteamPipe days Move demoheader.tmp to cache/ folder Disable startup videos system * It was non functional anyway, but now we don't read an empty file on game start up Move media/mapkeys.res to settings/mapkeys.res Remove hardcoded limits from StudioMDL DMX support * For normals/textcoords/faces specifically, as the underlying arrays are no longer staticly sized. Of course it could fail elsewhere now. Stop the game shouting about ShutdownMixerControls not being in a list Accidentally fixed GameState.txt being empty all the time * I wanted to maybe remove it since it was empty, but it was being written multiple times and overwritten by an empty file at the end Improve default server log filename format * L-YYYY-MM-DD-II now, was LMMDDII which is incomprehensible Implemented sv_log_storetime (defaults to 0) * A number of hours to keep log files in /logs/ for Prevent sv_pure defaulting to mode 0 Minor cleanups Disable SRCDS status bar on Windows * lets see how many people will immediately ask to restore it Minor cleanups regarding Steamworks Improve game server Steamworks error handing * "Unable to load Steam support library" should now tell you why * dedicated server workshop support now does some more failure checks Use new Steamworks API Init func on client that tells us what's wrong Rip out the HL2/Portal demo stuff * It was called some client Steamworks APIs on the game server, and just screw all that in general Fixed instances of SRCDS trying to use clientside Steamworks APIs * Fixes [SAPI FAIL] messages
Yesterday
Initial implementation to `debug.lookingat_sv` - it's a server-side `lookingat` lookup, which also renders DDraws server side colliders, to easily spot objects that may not be present on the client triggering antihack when attempting to walk through Added UnityMesh proto Codegen
Yesterday
Add blur optimized pass ColdOverlay RRP volume fix
Yesterday
Merge from satellite_crash
Yesterday
- More crappy UI - Animator changes
Yesterday
Minor 3p animation fixes
Yesterday
Allow player 2 to be filled by the same player for solo play (regression)
Yesterday
Turn revisions and game controller fixes: - Prevent player 1 from endlessly being stuck as player 1 and not able to be - Can only use the mountable if its your turn
Yesterday
implement actual turn in place on the player animation controller with blend trees
Yesterday
- Kick a player out if they move too far away from the table - Ensure score dialog closes when table is destroyed - Pool (the table) debug system - Player toast update system
Yesterday
merge from glowing_wallpapers
Yesterday
fixed wrong name / description on graffiti concrete bend
Yesterday
merge from spawn_terrainignore_fix
Yesterday
Fixed an issue where various effects on the camera weren't being updated correctly in the build when RRP was enabled
Yesterday
Added Darts Mat Model, Textures and GIBS Setup Darts Mat Prefab and LODS Added Darts Mat as a placeholder in the Dart Board Prefab
Yesterday
Updating cached materials for supply signal
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
merge rust_relay_server -> main
Yesterday
Stricter water checks
Yesterday
merge main -> rust_relay_server
Yesterday
merge from main
Yesterday
Refactor to allow for additional error messages. Add error message for trying to move target out of map bounds. Don't consume fuel if trying to move out of map bounds. Run cheap bounds check before others.
Yesterday
merge rust_relay_server/remove_serversubscriptions -> rust_relay_server
Yesterday
fixed skinned mesh on prefab exporter
Yesterday
merge from main
Yesterday
First pass animations and set up for the supply signal refresh
Yesterday
apartment complex s2p
Yesterday
removed computer room stuff from the apartment broken wing prefab as it has moved to basement
Yesterday
optimizing a bunch of prefabs for better occlusion
Yesterday
apartment complex s2p