138,720 Commits over 4,324 Days - 1.34cph!

Yesterday
merge from boxes_dlc
Yesterday
merge from main
Yesterday
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
Yesterday
Clean: refactor some of unit tests - take out DummyServer and move bot, player creation logic into it - move out Measuring utils to it's own file Tests: ran occlusiongroup tests, all pass
Yesterday
missed consolesystem commit for painting line tool
Yesterday
Added packet count flushing
Yesterday
merge cannon_fuse_burn to main
Yesterday
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
Yesterday
Skin pass for vagabond jacket
Yesterday
merge from main
Yesterday
update from main
Yesterday
Fix cannon handle spinning due to buoyancy.
Yesterday
merge from 144620 failed merge
Yesterday
merge from storepage_boxes
Yesterday
Restore component box prefab Tweaked cyclegameobject timing
Yesterday
Apply the door fix to the unused boat door
Yesterday
added RustRelay ArrayPool to print_arraypool
Yesterday
Add ability to keep entity hold type override on 3rd person playermodel active after the entity has been destroyed, until an animation event has been received (same setup as for viewmodels) Fix an issue where overrides of DoPrepare were not being called when invoked from the context menu button
Yesterday
merge from boxes_dlc
Yesterday
Fixed loot not respawning on deep sea ghost ships
Yesterday
merge from main
Yesterday
switch to using DecayEntity.GetPrivilege
Yesterday
merge from main
Yesterday
merge from doors_deploy_fix
Yesterday
Removed old includeAllDoors hack in DeployVolume, unused
Yesterday
Cleanup EntityListScriptableObject, removed unused code
Yesterday
Fixed all doors not deployable on top of prevent building volumes, regression from 141211
Yesterday
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Yesterday
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Yesterday
Apply GetPoseParameter range fix for its one internal usage In the player anim state. Probably does nothing, but at least its not setting the clientside poseparameters move_x/y to invalid values briefly Fixed crashes with Alyx and Jalopy being removed * Also makes Alyx cancel try to enter the vehicle if it is removed while she is running to it Try some more potential crash fixes * Based on just a single dump TTT: Fix SimpleImage PaintOver handling Fix a crash when trying to load weird VTX files Allow Spawnicon Editor to be resized https://files.facepunch.com/rubat/2026/February16-2345-RevolvingLouse.mp4 * Also merged Pull Request for case insensitive search and arrow key animation switching Possibly fix Linux build error Remove 12char cap on net_showudp names Added ActivityWeight/ActivityID to util.GetModelInfo sequences Remove auto generated server flags * It's been long enough for people to adjust to setting sv_location Potential optimizations for Matrix() * Should be a bit faster, especially when not using table as first arguments Potential optimization for Angle() (same as Vector at some point before) Clamp BodyMoveXY playback rate to networking limits Merge PR: Ability for Sandbox NPCs to randomize their model Fix missing return value on Matrix() Flechette Gun aligns projectiles with world clicker Fixed buggy behavior of HL:S crossbow with its zoom * (By removing the "instant" attack mode) Fix HL:S crowbar hitsounds in multiplayer Alias some HL:S weapon killicons from HL2 ones
Yesterday
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11 Days Ago
Fixed Global.EmitSound not firing EntityEmitSound Make jump/land sounds play for non local players * Also made Player:PlayStepSound volume argument default to 1 * Fixes Player:PlayStepSound not really doing anything in multiplayer Added game.Get3DSkyboxInfo Returns table with "origin" and "scale" keys. No function arguments. Send replicated convars in batches of 128 * This fixes an overflow/network channel corruption issue on server join when the server tries to send over 255 replicated convars to the client. Minor cleanups in multiplayer animstate * Make flDeadtime in prediction use correct data type * Removed a bunch of unused fields in MultiPlayerPoseData_t * Reduce amount of LookupPoseParameter calls Remove some unused stuff * Removes CRC calc for game_sounds_manifest.txt loading, since the CRC is never used. * Removes CGarrysMod::SetupSoundsManifest Reload soundscripts when games are mounted * This fixes no voice lines playing in Half-Life 2 maps when the game was started without HL2 mounted, and then HL2 is mounted. Fix NPE client crash when game.Get3DSkyboxInfo is ran too soon Remove FCVAR_REPLICATED from hud_deathnotice_time * It's a clientside convar, the flag has no effect. Fix color mismatch between cl_ and sv_ showhitboxes cl_showhitboxes 2 to show ONLY player hitboxes
Yesterday
merge randomize_seed to main
Yesterday
fixed boat priv issue with boxes, added check for when TC is placed after boxes
Yesterday
Adding burnt fuse into cannon barrel rig
Yesterday
merge debug_simulate_latency to main adds cvar `client.receiveLatency` (client admin) to main to help with testing high ping in Client/Server mode.
Yesterday
exported 3p batteringram idle anim and enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 batteringram prefab
Yesterday
Merge from Main
Yesterday
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Yesterday
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Yesterday
various stools (4) blockout
Yesterday
clothing box corpse fix pooled string and manifest updated
Yesterday
File changes on the bone knife swing action
Yesterday
clothing box corpse
Yesterday
Optim: Jobs 2 - rewrite BuildSnapshotDependencyChains - fix a bug that caused more snapshots to be sent than necessary (causing massive inflation) - add a couple fast paths, rewrote it to be a single-pass algo - reduced number of pooled lists usage Need to write unit tests for this Tests: with useplayerupdatejobs 2 set from start, loaded craggy and 2.5k procgen world in editor, visited ferry terminal - didn't see anything missing, npcs had weapons and were shooting
Yesterday
Imported and implemented new sounds for the bone club
Yesterday
Fix cannon jitter when reloading and firing at high ping.
Yesterday
removed basically every allocation. pool all the things
Yesterday
exported 3p secretlabs chair idle anim. enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 secretlabs chair prefab
Yesterday
Fix scientists not repositionning when a sniper flanks them, even if the shots land near them