140,174 Commits over 4,505 Days - 1.30cph!

28 Minutes Ago
Additional events for fuel switch and water treatment wheel.
2 Hours Ago
CMake under src/, add Build.bat and Build.sh for everything Remove GetStackPtr64.masm, do it by using _AddressOfReturnAddress()
3 Hours Ago
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
Today
Don't fail server boot if world.cfg is an empty string
Today
Lock option on sculpture radial menu now correctly references Sculpture, not signs, codegen
orbit_cam_hold -> main
Yesterday
merge from main
Yesterday
Large crashed train station progress
Yesterday
Merge from nexus_fixes
Yesterday
Updated Facepunch.Nexus, all player IDs are now ulong instead of strings
2 Days Ago
wip scrap king textures
2 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
2 Days Ago
apply prefab to scene, S2P Gas Station
2 Days Ago
fix gas station better loot spawns not respawning after server restart
2 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
2 Days Ago
Added pop cap sounds and hooked up, adjusted 3p throw events
2 Days Ago
wip scrap king building skin - initial setup, materials, textures, test blocks
2 Days Ago
Added cap world model (in case we decide to add it to the left hand)
2 Days Ago
Renamed the flare folder from 'FlareOld' to 'Flare' (groundbreaking stuff and will probably break the internet)
2 Days Ago
removed animator from .weapon prefab
2 Days Ago
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
2 Days Ago
latest glass ar admire anim exported
2 Days Ago
updated events so flare appears more realistically back in hand in 3p
2 Days Ago
puzzle setup, placed doors, started splitting up stations into rooms
2 Days Ago
Fixed glitch
2 Days Ago
fix ADS jitter with the shield on your back
2 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.
2 Days Ago
snow machine, discoball, strobe light and drone now proper have world models LOD0 optimised to be cheaper than burlap sack
2 Days Ago
- added jellyfish test assets
2 Days Ago
Small room i lookdeving
2 Days Ago
Debug overlay
2 Days Ago
- added seagull asset for testing
2 Days Ago
Fixed a spelling mistake in the SpatialBiomeFogCamera's CommandBufferDesc name
2 Days Ago
Added names for all CommandBufferDesc instances
2 Days Ago
removed unused random rooms (broken links), added doors and puzzles to medium and small stations
2 Days Ago
Use a NativeArray for lightShadowData
2 Days Ago
- added frog store asset for testing.
2 Days Ago
Added a way to name command buffers that are handled via the CommandBufferManager instead of just having a random hash at the end, this should make it easier to debug issues with command buffers that cause warnings or errors
2 Days Ago
Add two PoolAnalyzerGetWrapper
2 Days Ago
Continuing lookdev/theme exploration in small random rooms w/ set dressing. Added spawner scripts to ones so far.
2 Days Ago
Fix swing seats marking attackers hostile
2 Days Ago
Made anim effect test a bit stricter, found 8 more cases that would warn ingame Slightly less trivial to fix, for example C4 reuses satchel animations but doesn't have a throw effect, but can't get rid of it since satchel charge needs it Fixed by adding new ignoreInheritedEffectEvents in AnimationEvents, any effects added there will be ignored All tests pass
2 Days Ago
Fix held entity sprint modifier NREs
2 Days Ago
Fixed the issue where the night vision goggles would appear black with shadow caching enabled
2 Days Ago
cherry picking from single shot world model
2 Days Ago
cherry picking from door key world model 2
2 Days Ago
cherry picking from door key world model
2 Days Ago
cherry picking from fog machine world model 2
2 Days Ago
cherry picking from fog machine world model
2 Days Ago
cherry picking from fishing tackle world models