191,921 Commits over 4,049 Days - 1.97cph!

31 Days Ago
Logic gates Codelock files Scene backup
31 Days Ago
Merge: from texttable_allocs - Layout improvements and NRE fix for 0 rows Tests: unit tests + running filtered status command to force 0 rows
31 Days Ago
Fix tiger population convar not working Make panthers spawn naturally in the jungle
31 Days Ago
Bugfix: fix serializing of empty tables - Added a test to check for it Tests: unit tests + ran status with a name filter to exlude myself - table and json printed correctly
31 Days Ago
Added point_entity_finder Added mounting support for Klaus Veen's Treason At the request of its developer Added -bouncefromnamed to VRAD VRAD: Added %alphatexture VMT compile parameter Render loading screen when running stringtable callbacks (Community Contribution)
31 Days Ago
color_correction works with fog_volume Brings over Master/Simulate clientside spawnflags Upgraded colorcorrectionui to CS:GO's version with ability to load saved presets, also fixed preview not working Fixed GM:NeedsDepthPass causing NPCs to not render Also fixed it rendering ropes twice. Apparently the engine removes m_pRenderable from NPC entities for some reason? Remove DOFModeHack from pp_bokeh Rollermine becomes TWOPASS when open instead of translucent This makes it render better with SSAO pass (such as bokeh DOF) Fix util.TableToJSON only outputting whole numbers in arrays
31 Days Ago
Delete panther static mesh model Make panther a different prefab instead of a variant of the tiger Setup panther corpse and ragdoll Rebuild manifest
31 Days Ago
Port clientside trigger stuff from CS:GO Will allow trigger_playermovement to work with prediction more or less correctly Prepare networking code for env_wind radius Added env_ambient_light Minor cleanups Minor cleanups
31 Days Ago
Port `SpriteCard` renderer for `render_sprite_trail` from CS:GO Mitigate invalid vehicle scripts causing crashes Description for debug_dump and more info when ran. trigger_playermovement auto walk and no jump spawnflags Minor cleanups
31 Days Ago
Minor clean ups Update gmod.code-workspace (Remove full paths) Remove player jingles/impulse 202 Fixed DTextEntry autocomplete menu not inheriting skin Prevent potential crashes to do with traces on models Added ip_steam Exit SRCDS (with a message) if GSLT is invalid or expired Added some new options to `render_sprite_trail` `constrain radius to length` and `ignore delta time`
31 Days Ago
Clean: rename RowType -> ValueType Tests: ran all unit tests
31 Days Ago
Update: Don't pad last column Tests: ran unit tests
31 Days Ago
Fix util.TableToJSON only outputting whole numbers in arrays Added point_entity_finder Create Build-Clean.sh Added mounting support for Klaus Veen's Treason At the request of its developer Added -bouncefromnamed to VRAD VRAD: Added %alphatexture VMT compile parameter Render loading screen when running stringtable callbacks (Community Contribution)
31 Days Ago
merge from Player_Seed_EyePositions
31 Days Ago
Move #pragma instructions from .cginc back to shader file to avoid confusing Unity.
31 Days Ago
updated backpack offsets for some weapons
31 Days Ago
Bugfix: Fix test table layout when there are not enough values compared to rows - Added new unit tests to cover abnormal cases Tests: ran unit tests
31 Days Ago
initial implementation of a grid-based hydraulic erosion system in the jobsystem - super fast - super wrong - needs a lot more parameter/constant tuning to get good results, but it's functioning
31 Days Ago
Fixed spelling of re'ceive on teas
31 Days Ago
Fixed right eye being flipped upside down
31 Days Ago
reworked the layout and flow across the scafholds, planning where the overgrowth should play a role visually and for blocking traversal in some areas
31 Days Ago
Only use Update for environment volumes in the editor as they only need updated outside of playmode if their transform has changed
31 Days Ago
all gestures anims use v4RustPlayerMask
31 Days Ago
Missed Materials Files
31 Days Ago
Updated missing skinsets with eyepositions
31 Days Ago
Added Second Water Treatment Tank Packed Mask Material
31 Days Ago
v4 holdtype anims use v4RustPlayerMask
31 Days Ago
backup
31 Days Ago
Added New Water Treatment Tank Model and Pump Textures and Material
31 Days Ago
unarmed anims use v4RustPlayerMask
31 Days Ago
Compile errors
31 Days Ago
beehive_fixes -> main
31 Days Ago
- Actually expose the temperature (makes it way easier to see whats going on) - Can now run a beehive in the snow with enough heaters
31 Days Ago
Player seed updates
31 Days Ago
Update: standardized WaterVolume usage across tests - Also fixed a couple small bugs in rarely used water perf tests Got a couple TODOs left to clean, and will start merging back to main Tests: ran all tests
31 Days Ago
Missing status panel files
31 Days Ago
- Add a status panel so its easy to see if a beehive is producing or not producing honeycomb - Wrote new inventory check full methods to double check partial stacks - FIx a bunch of terribly timed inventory checks
31 Days Ago
Removed Old Water Treatment Tank Materials, Textures and Model
31 Days Ago
Created new cinematic.deployable with cinematic materials and swapping the deferred normals shader for the standard shader. Broken item deployable
31 Days Ago
Update: moved player caching to FinalizeTickParallel Tests: ran unit tests and played back server staging demo twice - numbers match expected range
31 Days Ago
texture resizing
31 Days Ago
obsidian tool viewmodel and worldmodel added .entity/.icon/.item/.projectile/.viewmodel/.worldmodel hooked everything up
31 Days Ago
bee_rebalance -> main
31 Days Ago
Missed files
31 Days Ago
Rebalanced multiple and single bee swarm damage
31 Days Ago
Fixed environment volume server compile errors
31 Days Ago
Prevent bee damage (no matter what damage type it is) from bleeding
31 Days Ago
Further environment volume optimizations
31 Days Ago
Update: add an extra profiling scope Tests: ran the perf test