193,503 Commits over 4,079 Days - 1.98cph!

3 Hours Ago
Guide shader ASE experiments.
6 Hours Ago
Removed old old test framework
Today
merge from main
Today
Fix compile error
Today
merge from laserdetector_fixes
Today
merge from bounds_handles
Today
merge from battery_chargeleft_fix
Today
merge from keycard_color_fix
Today
merge from tc_antigrief_fix
Today
merge from catapult_load_fix
Today
merge from corpse_warnings_fix
Today
merge from horse_warning_fix
Today
merge from timerswitch_fix
better_isbroken_icon -> main
Today
cl_timeout - remove upper limit, unblock, and dont save
Today
Fix BufferStream error in ServerStopVoicemail
Today
Fixed crash to do with env_projected_texture's texture Tell the player if garrysmod.ver is read only It not updating (by Steam) would prevent players from joining servers after updates Log workshop addon mounts (count only) in console Fix console message about lua_strict on game start up Constrain cl_timeout to 10-120, default to 60 (was 30) and block from Lua Merged Pull Requests * Remove default return in WorldPickerMouseDisable * Fix lua error with creator tool and missing NPCs
Today
Fix chat not interactable when painting or playing blackjack (order was wrong)
Today
Fix pooling issue causing NRE when using the computer station after previously using the DM picker on the computer station Added a development only warning to catch possible issues like this
Today
Merge: from parallel_validatemove - Extra validation checks exposed via server.EmergencyDisablePlayerJobs (default to true). In case of error, shuts down UsePlayerUpdateJobs and goes back to vanilla flow These are cheap to run and should help us track down any problems in the future. Tests: compilation tests, unit tests and played back server demo
Today
Update: Another validity check for UsePlayerUpdateJobs - validates player counts between PlayerCache and activePlayerList Tests: played back server demo
Today
Update: promote some UsePlayerUpdateJobs validation logic from DEBUG only to release - Hidden behind EmergencyDisablePlayerJobs switch(on by default) and UsePlayerUpdateJobs(off by default) - ValidatePlayerCache checks whole range instead of just up to player count (in case we got more than expected) Tests: played back server demo
Today
Clean: fix formatting
Today
Update: turn server.EmergencyDisablePlayerJobs const into a servervar Allows to run some extra validation Tests: editor compiles
Today
Test: test case for missing player removal from PlayerCache Tests: ran the new unit test
Today
Some improvements and fixes, more fluid
Today
Reapply IMaterial (Lua) changes that were undone yesterday
Today
Pressing shift to snap wires disables the io ports highlight
Today
Pressing ALT disables wire snapping to IO inputs/outputs, for precise placement
Today
Updated workshop source model for Large Wooden Box, it now properly reflects the in game model with the new interior mesh that was added to improve transparency, making it easier for skinners to use
Today
Fallback to last snap position when losing surface while snapping
Today
Added AnimalModifiers. Setup on Bear, Boar, Chicken, Stag and setup their ModifierLimits Incapacitate slow effect now works on these animals.
main -> hackweek_drawbridge
Today
First pass of wire snapping
Today
Merge: from main
Yesterday
Fix console spam about sprite orientation when the material is missing
Yesterday
Reapply changes recently undone Reapply a single change from the bad commit that SHOULDN'T cause issues
Yesterday
It must be this commit then that causes linux issues
Yesterday
Revert more changes from april 21st
Yesterday
Revert changes from april 21st that potentially causes linux issues
Yesterday
More detailed colliders for small rock formations
Yesterday
Let's try undoing this change to do with shader system
Yesterday
added shadow proxies to jungle wall, wall.doorway, wall.window, floor, floor.triangle
Yesterday
fixed blocker by train car in mil tunnels slope
Yesterday
padded the cargo_ship_interior_hull LOD1 border to prevent gaps
Yesterday
More clean up, primitive rendering improvements using the vertex buffer instead of a structured buffer, fix issue incorrectly limiting wrapping grid, error when placement counts don't match, integrate with Jungle biome, compare triangle counts when binning meshes to avoid false positives, better toggling between instancing for performance comparisons.
Yesterday
fixed snowy checkpoint baked LOD material maps not being linked anymore
Yesterday
Fixed a building variant in compound not having its own baked LOD, re-linked material slots Compound S2P
Yesterday
merge from main