140,193 Commits over 4,505 Days - 1.30cph!

1 Hour Ago
exported the kitbashed mesh and made it an actual object with its own lods now. Updated prefab with the new geometry.
1 Hour Ago
updated powerline cables LOD texture to accomodate new draping cables shape/form
Fix stale syncvar inheritance roots being kept around after each weave
Today
Remove DETAIL combos, use a single combo, and do it all with runtime branching NUM_LIGHTS is also passed as a constant, remove FLOW_DEBUG and CUBEMAP_LEGACY, unused light slots are zeroed by CommitPixelShaderLighting
Today
industrial torch attack was using the wrong sound definition template. was using defualt - cuasing the SFX to be heard from afar. Switched to the same template that the base torch uses.
Today
desalination tank collider update. Fromt 28 box/capsule colliders and a mesh collider to just 1 mesh collider
Today
Make all combos for LIGHTING_PREVIEW in shaders be 0..0, never used and doubles compile time ShaderAPIWebGPU with Dawn backend ShaderCompiler + Slang
Today
Build LuaJIT 2.1 from CPM for all platforms Replace the in-tree LuaJIT 2.0.4 and LuaJIT2.1 trees with a single CPM fetch of upstream 2.1.0-beta3 plus Facepunch/GMod patches. Windows uses msvcbuild; Linux/macOS use make with toolchain CC flags (-m32 / -arch), per-binary-dir build trees, and deps::luajit / deps::luajit_headers. Remove Valve DCC and Xbox 360 dead trees (FuckOff Tier 2) Drop Maya/XSI/Modo/Python SDK headers, sdktools plugins, utils/xbox, per-project x360 .def dirs, unused tier0 Xbox sources, and the unbuilt haptics DLL. Keep common/xbox PC stubs and public haptics headers that the engine still includes.
Today
Change ServerInfo from a struct to class, it had no business being a struct at over 156 bytes large
network_profiler_improvements_3 -> main
New network profiler UI
Rework packet capture to work via NetWrite rather than at all the packet send points
Today
Fixed a few cases of FileFindHandle_t leaks Minor cleanups Fixed BADDONCONTENT filepaths not being removed on refresh Dropship can die now (Sandbox only) * Updated its model to have correct surface properties type (metal), and be heavier so it falls more naturally Fixed HLMV not working as "Open file with" in Windows * Was complaining about not being able to find gameinfo.txt Citizen tweaks * Make citizens hate gunships (attack chopper + dropship included) if they have an RPG in hands. This allows them to actually shoot those and not just be neutral to those. * Make citizens use "canon" max ammo for giving player ammo check. Stops them from giving ammo forever until player reaches 9999 (by default) Fixed water on d2_coast_10 * 20th anniversary update changed the material that is stored in Source Engine licensee VPKs
Today
Add rpcrt4 library dependency for Windows builds Remove dead Source SDK leftovers (legion, avi, unitlib, etc.) Drop unused trees that were never in the CMake product path: Legion, networksystem (used by legion), QuickTime/AVI, shell/autorun, Perforce SDK sources, sdklauncher, Workshopper, chromehtml (not used anymore), unittests/unitlib, and related headers. Strip g_pNetworkSystem from tier2 now that networksystem is gone. Win32+win64 Build.bat succeeds after the purge. Remove unicode, seems useless but I can be wrong
Today
update from main
Today
Remove processor_detect, just send defaults, even the oldest, slowest Nokia you find would have these or equivalent of these in NEON, this isnt 2004 anymore Remove ToGL
Yesterday
64-bit version needs unicode project ( could just be on engine or removed???? )
Yesterday
Fix Build.bat libcef is a plain import (html_chromium.vpc had no $DelayLoadedDLLs), game DLLs would build on wrong dir, define _DLL_EXT
Yesterday
Fix for OnFirstLooted so that RespawnableLootFridge reports correctly.
Yesterday
Additional events for fuel switch and water treatment wheel.
Yesterday
CMake under src/, add Build.bat and Build.sh for everything Remove GetStackPtr64.masm, do it by using _AddressOfReturnAddress()
Yesterday
CMake build system: full VPC replacement Root CMakeLists + presets (win32/win64/linux32/osx32), cmake/SourceEngine.cmake helper layer replacing the source_*_base.vpc chain, CPM dependency layer (cmake/deps/<Name>.cmake -> deps::* targets), CEF 86 + GameAnalytics + D3DX9 downloaded per platform, LuaJIT/Bootil/SQLite/FreeImage absorbed from premake/msvcbuild, ~130 targets converted from .vpc, bitmap ported from nvtc/ATI_Compress blobs to stb_dxt, Kinect feature removed, CI switched to cmake presets. Remove VPC, premake, thirdparty and prebuilt libraries Everything is now fetched, built, or downloaded by CMake: - src/vpc_scripts, src/external/vpc, all 384 .vpc/.vgc files - src/thirdparty (curl/kinect/libedit/sdl/CEF headers/Awesomium) - src/lib prebuilt blobs (cef, curl, speex, sdl2, steam_api, nvtc, GameAnalytics, ati_compress, awesomium, cryptopp...) - src/dx9sdk + src/dx10sdk (Windows SDK + Microsoft.DXSDK.D3DX NuGet now) - src/external/{cryptopp-5.6.5,sdl2}, premake5 + scripts, Dependants.sln, Themida, html_awesomium, GModHTML, old build_scripts, vpc2cmake.py
2 Days Ago
Don't fail server boot if world.cfg is an empty string
2 Days Ago
Lock option on sculpture radial menu now correctly references Sculpture, not signs, codegen
2 Days Ago
orbit_cam_hold -> main
3 Days Ago
merge from main
3 Days Ago
Large crashed train station progress
4 Days Ago
Merge from nexus_fixes
4 Days Ago
Updated Facepunch.Nexus, all player IDs are now ulong instead of strings
4 Days Ago
wip scrap king textures
4 Days Ago
Clamp bot player count to total player count Reduce AR2 default clip to match its clipsize * This is consistent with SMG1 and HL2 behavior Fixed a minor memory leak with CEF implementation Merge Pull Requests * Remove unused NW vars in gmod_thruster code + switch them to datatables * Update spawnmenu search to support multiple search terms
4 Days Ago
apply prefab to scene, S2P Gas Station
4 Days Ago
fix gas station better loot spawns not respawning after server restart
4 Days Ago
Water Treatment Plant Maintainables Rework (from helk feedback) - each wheel turned fully adds 180 pressure, which is now equivalent to 3 hours of water flow - max pressure of the tank increased to 360, decay changed to 1/minute - water output per minute scales linearly with pressure in the tank, from 0 to a ConVar configurable amount (default 1020/minute at full pressure) - when pressure falls to 0, water flow stops and the water in the pipes begins to evaporate at a rate of 200/minute - (WIP) number roughly balance out to a fully pressurized water pipe being 2x as good as a freshwater pump, including IO push/autofilling numbers
4 Days Ago
Added pop cap sounds and hooked up, adjusted 3p throw events
4 Days Ago
wip scrap king building skin - initial setup, materials, textures, test blocks
4 Days Ago
Added cap world model (in case we decide to add it to the left hand)
4 Days Ago
Renamed the flare folder from 'FlareOld' to 'Flare' (groundbreaking stuff and will probably break the internet)
4 Days Ago
removed animator from .weapon prefab
4 Days Ago
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
4 Days Ago
latest glass ar admire anim exported
4 Days Ago
updated events so flare appears more realistically back in hand in 3p
4 Days Ago
puzzle setup, placed doors, started splitting up stations into rooms
4 Days Ago
Fixed glitch
4 Days Ago
fix ADS jitter with the shield on your back
4 Days Ago
Taper and fade the last few seconds of satellite trail right before impact so that the trail looks nicer/more natural while it hangs around post-impact.
4 Days Ago
snow machine, discoball, strobe light and drone now proper have world models LOD0 optimised to be cheaper than burlap sack
4 Days Ago
- added jellyfish test assets
4 Days Ago
Small room i lookdeving
4 Days Ago
Debug overlay