258,566 Commits over 4,018 Days - 2.68cph!

Yesterday
Initial custom window frames Add profile flyout button Make things look pretty Clean up, split TitleBar.cs up, remove unused System window manager handles everything, but we draw our own titlebar buttons for consistency
Yesterday
Remove unused materialsystem-owned static descriptor sets This frees up slots 1 & 2, whilst external descriptor sets remain starting on 3
Yesterday
Corpses for storage barrels
Yesterday
CLIENT compile fix
Yesterday
Add flag to TC to block every player from building `BlockAllFromBuilding` - set the flag in the corpse prefab so it blocks base owners from building until the TC corpse is fully repaired
Yesterday
▋▌▊ `▋▄▅▍▅▄` ▄▇█▇ ▉▅ ▊▊▍▋█▍▆█▆ ▋▄ ▅█▇▄▉▄ ▌▍ ▉▋ █▅▌'▄ █▌ ▄▉▇▇▋██▉▊▍ ▇█▋█ ██ ▍▍▍▉▋▍▉▇ (▊█▍▇ ▅█ ▄▋ ▍▄▆ ▌▌ █▇▊▍▌▇▊▋)
Yesterday
Workbench 1 corpse
Yesterday
Update bounds & cost to repair the TC corpse prefab
Yesterday
Fix authlist not being copied correctly from TC -> corpse Ensure the storage corpse gets attached to the building the deployable belonged to (so it applies the correct TC privledge) Send network update on the deployable once the corpse is fully repaired Only kill the corpse once the deployable is fully setup
Yesterday
Added Tools/Deployables/Create Corpse window, automates a good chunk of the corpse creation process Added workbench 2 corpse
Yesterday
Update TC corpse prefab
Yesterday
Add corpse prefab to normal TC prefab
Yesterday
Update manifest
Yesterday
Update manifest (radtown_1)
Yesterday
merge from softcore_update -> tc_changes
Yesterday
merge from main -> softcore_update
Yesterday
Update manifest
Yesterday
Small wood box corpse
Yesterday
Add TC corpse entity
Yesterday
Add callback when corpse is spawned so we can transfer auth list onto invisible TC
Yesterday
Add invisible placeholder TC - allows us to persist auth of a building when the TC is destroyed - will be independent from the TC's corpse
Yesterday
merge from world_crossbow
Yesterday
rebuilt prefab so arrow mesh shows up
Yesterday
merge from premium_startup_fix
Yesterday
Fixed incorrect account route parameters
Yesterday
merge from main
Yesterday
Death camera works when the player is gibbed and has no ragdoll
Yesterday
crossbow - fixed arrows not showing in 3p anims
Yesterday
Minor cleanup Give description to vgui_visualizelayout Added quick switches to console https://files.facepunch.com/rubat/2025/March17-1180-ZigzagGourami.png
Yesterday
Crossbow - Fixed worldmodel UVs and shading on LOD0 (new issue with arrow being invisible)
Yesterday
Clean up more stuff in Window Thicken status bar Disable default window controls, but keep their functions intact (so we can draw the buttons ourselves without overlapping) New profile popout https://files.facepunch.com/alexguthrie/1b1711b1/explorer_qSGqzPUmRl.png Don't need to ifdef these I don't think we need any of this, let's get rid We do want windows to match qt size Start experimenting with switching over to just having DWM do everything Qt sux and I'd rather just let the window manager handle stuff instead Don't set window style
Yesterday
Add skeletal debugging tools for croc proc anim Add DDraw.DrawSkeleton
Yesterday
Move GameMenu folder Update tile spawn rates Can now buy and sell properly at a Market MarketModal now shows when a slot is out of stock and no longers allows purchases
Yesterday
Player seed updates
Yesterday
Block merging on add
Yesterday
Port original ear ringing behavior from HL2 to Lua Better default text color for game_text
Yesterday
merge from main
Yesterday
Better error handling for reworked killfeed Allow Map IO to convert int/float to string automatically Better default text color for game_text Port original ear ringing behavior from HL2 to Lua less ear ringing Remove cheat flag from mat_colorcorrection Added sv_usercmd_custom_random_seed Added sv_showimpacts Move Treason map icons to fallbacks VPK Mod author(s) want to ship the map icons for Garry's Mod themselves. This will make their icons take precedence over ours. Added some headers to projects for intellisense Try to mitigate util.TableToJSON leaving junk behind of failure Merged Pull Requests * Make Player:LimitHit serverside only (it would error clientside) * weapon_rpg for npc_citizen (rebel only) * ENT.Information support for tooltips in NPC spawn icons
Yesterday
performance improvements
Yesterday
Support animated texture sheets on decals https://files.facepunch.com/layla/1b1711b1/sbox-dev_luiXru07Qa.mp4
Yesterday
Update base_npcs.lua Remvoed `weapon_shotgun` as default weapon for medic rebels, to give them some identity, add RPG to enemy rebels Unify tooltip code for spawnmenu content icons Prevents extra new line for cases where no extra info is actually added.
Yesterday
Better error handling for reworked killfeed Allow Map IO to convert int/float to string automatically Better default text color for game_text Port original ear ringing behavior from HL2 to Lua less ear ringing Remove cheat flag from mat_colorcorrection Added sv_usercmd_custom_random_seed Added sv_showimpacts Move Treason map icons to fallbacks VPK Mod author(s) want to ship the map icons for Garry's Mod themselves. This will make their icons take precedence over ours. Added some headers to projects for intellisense Try to mitigate util.TableToJSON leaving junk behind of failure Merged Pull Requests * Make Player:LimitHit serverside only (it would error clientside) * weapon_rpg for npc_citizen (rebel only) * ENT.Information support for tooltips in NPC spawn icons
Yesterday
Let's start trying to shut the game down properly so we can flush stuff like shader cache and Api activity / stats
Yesterday
Mark the RPG Launcher as a Default Weapon for rebels (#2233)
Yesterday
2 fixes for NPC icons + ENT.Information support (#2238)
Yesterday
Fix drawing block curves
Yesterday
rug_deployment_fix -> main
Yesterday
Make PLAYER:LimitHit server only (#2240) This feature never worked on the client anyway and never will
Yesterday
initial spa12 setup (with temp offset in entity) - added 3p anims inc renaming - fixed issues with wrong rotation on exports (updated prop position during anims) - holdtype override updates - added temp offset to entity to align (issues with prop data syncing correctly in game, set to follow left prop) - removed weapon root from mask on w_spas12 anims
Yesterday
Allow rugs to be placed underneath already placed deployables. Can now also be placed under peoples feet