146,299 Commits over 4,444 Days - 1.37cph!

33 Minutes Ago
Fixed egg suit's wrong orientation in paint mode
36 Minutes Ago
Fix electric furnace reskin not preserving attached storage adaptors Re-enable PreserveChildrenWhenReskinning but manually kill the child io entity so it gets recreated
1 Hour Ago
Fix a IOEntity.Reskin_Restore NRE when reskinning to paintable window
1 Hour Ago
Converted ceiling light, smart switch, fuse
1 Hour Ago
merge from main
1 Hour Ago
Fixed VBSP not being able to "render" LightmappedGeneric_4WayBlend Hammer tweaks & fixes * Prevent spam about missing $spriteFrame * Fixed sprites with the same material only ever rendering with one render mode, even if different sprite entities use different render modes with the same material * Make env_sprite placeholder box different color from env_sprite_clientside * Sprite helpers inherit entity color, so env_sprite's show correct color Fixed Hammer carve wiping all overlay faces, even if they are not carved * Also fixed undo breaking info_decal preview (NOT OVERLAYS!!!)
1 Hour Ago
merge from excavator_light_fix
1 Hour Ago
Fix static SimpleLight broken material on LOD1, further fix plight.backup.off S2P both oil rigs, sewer branch, harbor 1, excavator
1 Hour Ago
Cobalt Statue - Minor texture and material edits (concrete pedestal)
2 Hours Ago
shadow fix's for new anim content
2 Hours Ago
move scoring to in-world screen to prepare for chalkboard, scoreboard working for 1p and 2p games, - refactored to keep track of scores per turn, for better easier handling on scoreboard and coming in/out of network range fixes to 2player games - no longer have to wait for both players to register to the game, only 1 is needed. - 1st player takes their turn, then the next player to mount registers as 2nd player and takes their turn afterwards - fixed nonregistered players being able to play/mount, and added convar for being able to play 2p against yourself (for debugging) - various other fixes
2 Hours Ago
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3 Hours Ago
Removed non HeldEntity error log from ItemModEntity::OnRemove, we have a few legit non HeldEntity using this (weapon attachments)
3 Hours Ago
merge from main
3 Hours Ago
Setup Keyboard Folder Structure Imported Keyboard Viewmodel and Textures Setup Keyboard Materials and Viemodel FBX
3 Hours Ago
merge from pool_analyzer_non_caching_methods
3 Hours Ago
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3 Hours Ago
Update Rust.CodeAnalyzer again - switched the way methods are marked to an attribute [PoolAnalyzerNonCaching] Mark all RPC method overloads with it Update Rust.SourceGenerator.Rpc to add it to the autogenerated RPC methods too
3 Hours Ago
Clean: remove NetWrite.BytesWithSize(byte[]...) overloads Tests: editor compiles
3 Hours Ago
Clean: remove acouple obsolete things - Get rid of IStreamReader/Writer - they're not used anywhere - get rid of NetWrite.Bytes(byte[]) overload - superceded by Bytes(ReadOnlySpan<byte>) Tests: editor compiles
3 Hours Ago
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3 Hours Ago
- renamed wordmodel - added static (linked) mesh to worldmodel prefab - removed rail from renderers (hidden) in worldmodel prefab - updated weapon rack to large pegs
3 Hours Ago
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3 Hours Ago
Industrial Storage - closed gaps under barrels and adjusted distance to floor
4 Hours Ago
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5 Hours Ago
More fixes to viewmodel mag & shell visibility
5 Hours Ago
Update Rust.CodeAnalyzer Brings an upgrade to the pool static analyzer, letting us mark certain methods as "non-caching" via .editorconfig - for example ClientRPC / ServerRPC are guaranteed to not cache or free pooled arguments. Doing so tells MissingFree to keep analyzing after calls to that method (instead of treating the pooled variable as escaped). This found 6 pool leaks which are also fixed in this commit (inside BasePlayer-Spectating, BasePlayer-MapInfo, DisplayingBoxStorage, GrowableEntity-Server, WireTool, IndustrialConveyor).
5 Hours Ago
Cleanup, remove legacy IO code of already converted entities
5 Hours Ago
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5 Hours Ago
Converted NeonSign to the new IO system
5 Hours Ago
Merge from m16a2
5 Hours Ago
- Fix simple handmade sight not enabling sight rail - Fix some sights not always enabling sight rail on viewmodel - Fix sight rail not always showing when holstered on back - Fix worldmodel using the LR300 mesh
5 Hours Ago
merged from tovector3_parse_format_fix
6 Hours Ago
Viewmodel fixes - re-added shell to chamber - adjusted visibility settings of mag1 during alt reload
6 Hours Ago
Deploy animation updates
6 Hours Ago
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merge from additional_hairstyles
Tied back capmask fixes
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Today
Client compile fix.
Today
Reduced the extra Replace alloc as suggested by Dan, added instead a fallback indexof lookup
Hair colour balance pass
Today
merge from industrial_dlc