137,234 Commits over 4,474 Days - 1.28cph!

29 Days Ago
Minor fixes * weapon_flechettegun.lua cleanup * npc_hunter & env_spritetrail save restore fix due to double curtime changes Enable phys_slideconstraint notifications Mark g_debug_* as cheats consistently Remove player_limit_jump_speed (unused) 64bit saverestore fixes Fixed npc_turret_floor dying multiple times when shot Added cam.GetProjectionMatrix and cam.GetViewMatrix Minor cleanups * Get rid of GMOD_Player::PlayStepSound (pointless override) Fix prop_effect not being affected by color tool's alpha setting Minor changes * Micro optimizations for footstep sound playing Fix SuperDOF tiling with poster (will still be blurry as it just stretches the texture) * Also fixed SuperDOF result texture not rendering while main menu is open Automate Lua IMaterial refcounting * Push_IMaterial ups the refcount, not each individual Lua binding. Now works exactly like ITexture bindings do. Stop some pointless materials being loaded on game start up * Delete CHudVoiceSelfStatus * Fixed legacy server browser launching server refresh on game start if last tab was not "Internet"
29 Days Ago
- Setup a seperate file for demo compatability rather than dumping it manifest - Only store deprecated strings for 120 days from generation (roughly 4 updates, this will need tweaked)
29 Days Ago
Demo compatability layer This will allow us to run older demos on newer versions of the game without breaking references in between. Before: - If you changed the name of an object it would break all demos before it. - If an RPC changed name it would break all demos before it Now: we can optionally cache all of the old names + hashes of objects and RPCs during each manifest build then on playback we can check for missing ones to fill in the blanks. Won't be a silver bullet but should prevent simple issues from destroying demos
29 Days Ago
Fixes masking issues with premium tags in the server browser (UIEffect didnt support SoftMask)
29 Days Ago
Colored player name and date on ban notifications
29 Days Ago
Fix spawngrid only accepting integer spacing
29 Days Ago
Apply PoolAnalyzerNonCaching attribute to a bunch more methods that are used with pooled arguments and are known to not cache them - Vis.Entities, GamePhysics.Trace / Overlap etc. - Found and fixed two more (small) pool leaks Also found an existing PoolAnalyzer issue, flagging a false positive MissingFree when there's an early return inside a try and the finally contains the free. - Updated the analyzer to correctly catch this edge case, added some tests to confirm
29 Days Ago
Reworked the reload after anims changes
29 Days Ago
Remove MenuOption thing I was testing
29 Days Ago
Enable position on mailbox slide entity
29 Days Ago
Text expands if the icon link is disabled Clearing anim polish
29 Days Ago
Modify EntityItem_RotateWhenOn to also support moving position
29 Days Ago
Swap one of the prop mailboxes for a entity mailbox in apartment_complex_core.prefab
29 Days Ago
29 Days Ago
Make entity version of apartment mailbox + relevant code
29 Days Ago
Rotated dart animations to be facing the correct direction
29 Days Ago
compiler fixes
29 Days Ago
Disable mipmaps on the LR300 display numbers texture, fixes the ammo readout not rendering Disable biome layer on the number materials, did not appear to be doing anything
29 Days Ago
Midlength test setup
29 Days Ago
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29 Days Ago
Notifications can hold more text, they auto scale to fit
29 Days Ago
Fixed light collider oddities.
29 Days Ago
Rebuild manifest Remove duplicate part visibility rule on m16a2 entity
29 Days Ago
Make the RRP toggle a saved ConVar
29 Days Ago
Merge from main
29 Days Ago
Notifications: - Fixed scroll not working - Fixed clear all button text wrapping issue Prefabed everything, cleanup
29 Days Ago
Fixes
29 Days Ago
Configured custom tone mapping setting for all main camera post process volumes
29 Days Ago
Updated FBX with new poncho fur fix. updated prefab with new fbx.
29 Days Ago
Added new Custom mode for tone mapping in RRP
29 Days Ago
replaced huge NativeList triangle alloc for a NativeStream on TempJob, 10x less memory usage with no performance loss
29 Days Ago
fixes and improved QoL - starting and ending game happens in interact menu of the board, not the mountable mat - updating score timer happens when you step on and off mat, so stepping off pauses the timer and doesnt ruin leaderboard run - fixed scoring issue on winning turn - added game over panel to score panel, otherwise there was no indication a game was done - fixed UI to show loaderboard time instead of scoring (as scoring is now in world) - mounting/dimounting sends network update to board, so it can display changes on clients - added player name to score cards - fix playerdata states not being set properly
29 Days Ago
Additional logging
29 Days Ago
monument blocker - collapse: combined and cleaned up assets
29 Days Ago
let generators resize internal native alloc back to 0 after 10s of not being used + codegen
29 Days Ago
merge from main
29 Days Ago
Tweaks to LOD textures for crew cut, ponytail and bun
29 Days Ago
Merge from render_pipeline_testing
29 Days Ago
Merge from parent
29 Days Ago
Merge from main
29 Days Ago
Pre-thruster testing... test
29 Days Ago
CLAUDE.md (redirects to .github/copilot-instructions.md)
29 Days Ago
handling max-triangles length properly
29 Days Ago
Add blue noise dithering (but don't use it yet)
29 Days Ago
Convar'd and refactored a bunch of stuff for easier tweaking and testing.
29 Days Ago
temp fix
29 Days Ago
Fixed strobe light medium speed flag clashing with the IO short circuit flag
29 Days Ago
merge from main
29 Days Ago
Fixed inspecting in the skin viewer not working, it was only working if the bind was strictly set to inventory.examineheld
29 Days Ago
texture polish on industrial barricade, temporary emissive setup (will switch to UV2s for proper em)