141,908 Commits over 4,383 Days - 1.35cph!

Today
codegen
Today
merge from main
Today
Merge: from remove_netgroup_prealloc - Optim: NetGroup objects are now lazy allocated, saves 150MB Tests: ran unit tests, ran around on craggy
Today
Update: cleanup ClientVisibilityProvider when disconnecting from the server Tests: disconencted from local server
Today
Removed a ladder trigger that was blocking the way up in cave_large_medium - was missing trigger enable
Today
WIP fix for mounting players to small trophy Fix NRE, still not appearing though
Today
Merge: from main
Today
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Cinematic particle mode sets EffectRecycle play mode to looping Don't modify loop state on particle effect
Today
Cleanup, fixed some duplicated stuff from the shelves work
Today
Add blending between aimdir pitch and reload animation.
Today
Fixed some redirects
Today
Fix mortar controller transitions not having any conditions
Today
Added skinnable assets for half height and single height shelves to support future spraycan functionality Can't test right now as there's only one version of those entities
Today
Merge from main
Today
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Today
Setup fire effect properly, add effect recycle to muzzle fire fx
Today
Animate mortar during loading, disable the animator outside of loading.
Yesterday
Attempted fix for 'A session is already active.' EAC error
Yesterday
Fixed another case where unequipping a mobile phone mid-call would prevent interactions server side
Yesterday
boatai_los_swapfix -> main
Yesterday
- Add a timer based LOS grace period to PlayerTarget acquisition, if LOS has been broken for longer than 10 seconds then drop the target. - Don't LOS to just the main body of the player (to prevent cheese)
Yesterday
main -> vendingmachine_ui_refresh
Yesterday
- Minor polish
Yesterday
Missed files
Yesterday
Can now make fulll vending order with drag/drop
Yesterday
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
Yesterday
Average male head model/prefab/skin set Short scruffy beard models/lods/textures/prefabs (not accessible yet)
Yesterday
Fix ItemContainer.Take() leaking items when a null list is passed in - used when taking items from a container but not keeping them (like crafting)
Yesterday
Fix virtual icon dragging not working
Yesterday
merge from deepseamarkers_mlrs_fix
Yesterday
Fixed deep sea portal marker masking issues with MLRS's map
Yesterday
Merge from main (no conflicts)
Yesterday
Static prop lantern consistency. Red spotlights on Excavator fixes.
Yesterday
These too.
Yesterday
Missed some files.
Yesterday
Monument fixes.
Yesterday
Add drag support to the fake slot and inventory system (not working properly yet)
Yesterday
- Create a fake inventory system in the vending admin dialog to show off all of the vending machines inventory - Add light and dark colouring to each of the search entries - Add emoji support to the shop name - Restyled emoji window to fit in with the new theming
Yesterday
Fix drive system not working fully in TTT
Yesterday
add workshop on/off toggle for electric furnace effects
Yesterday
Minor changes to overlay rendering from CS:GO Batched overlay rendering support Merge normal calc for overlay stuff from CS:GO Static prop physics scaling Fix some air being considered water on CSGO dangerzone maps * It was partially fixed for grenade clips, now fixed for drone clips r_staticpropinfo 5 shows static prop bounds * Just for debugging Unhide r_renderoverlaybatch for now Fix Linux SRCDS failing to build Fixed bugbait crashing in a certain scenario Prevent invalid VTF file flags from crashing the game For TEXTUREFLAGS_RENDERTARGET / TEXTUREFLAGS_DEPTHRENDERTARGET flags, instead of refusing to load these files, simply remove the flag so we don't crash later on. These flags are invalid to be in files. Added SENT_AI:ResolveCustomFlyCollision( trace, vecVel ) Fix player NPC squad HUD not having a background * Also make the HUD element fit all NPCs following you (up to 16 right now) Delete some unused CGarrysMod stuff * Also block building_cubemaps convar (can still read it) * Removes IGarrysMod::MD5String, PlaySound, GetMapName * Removes CGarrysMod::SteamLogon, UpdateVGUI, MD5String, PlaySound, LoadDLLModule, GetMapName, GetServerAddress, m_ServerAddress, IsSteamOverlayActive, OnGameOverlayActivated Bump renderData to 16MB max * Was 4.4 MB. This is a bandaid fix for many skinned meshes existing on screen at once causing crashes (on x86-64) Prevent NPEs in FireBullets Some RenderData nullptr checks Minor change for FlashlightState_t mem layout Discard certain saverestore types * CSoundPatch, CTakeDamageInfo, CEffectData will no longer throw errors Invert Green channel on citizen sleeve c_model normal Unfix door_03_slotted_left.mdl skins Remove recently added DebuggerBreak call
Yesterday
Update: dispose netgroups when NetVisGrid gets disabled Tests: booted into craggy and stopped - no errors
Yesterday
Clean: remove Provider.Init method Tests: ran UpdateSubscriptionConsistency test, booted into craggy
Yesterday
Fix branch differences not compiling
Yesterday
workbench upgrades gibs added