136,941 Commits over 4,444 Days - 1.28cph!
Unblock dsp_volume and remove its FCVAR_ARCHIVE
* Apparently it is set by the soundscape system, so makes no sense to save it to disk
Fixed an issue with bone follower physics object management
possible fix for clients needing to remount once after joining to throw darts
Switch texture memory debug vars to uint64
Make our Shotgun use sk_plr_num_shotgun_pellets
* HL2DM shotgun was not using it, but HL2 one does. This is only for primary fire.
Fixed an NPE crash with DebugDrawPhysCollide
Unblock dsp_volume and remove its FCVAR_ARCHIVE
* Apparently it is set by the soundscape system, so makes no sense to save it to disk
Fixed an issue with bone follower physics object management
Lets try have Sandbox strip all weapons on spawn
* it already strips all ammo before giving default ammo, seems logical to also strip all weapons before giving out the default ones.
Make Player's MaxArmor save across level transitions
increased triangle count font size and made it left aligned
Enable clan system by default, except in hardcore
New token for apartment upkeep panel (Lootpanel no longer reuses tool cupboard text)
More fixes & polish.
S2P.
Ensure demo compatability is false to start (ensures it prompts you everytime)
Mid floor corridor z-flickering fix
removal of unused meshes and textures
- More shot animation work
- More debugging
Use save version number for the clan DB file so that a new one is created with wipes instead of persisting
Fix BuildActionResult NREs hopefully
Lighting on its own dedicated culling volumes instead of with furniture.
Fixed missing door in Rentable Shop B when it's not rented
Founders Door - fixed guide mesh
Fixed incorrect ejecting position for small apartment (basements)
https://files.facepunch.com/raul/1b2911b1/Unity_4oJfm1v308.mp4
over-fitting basement terrain volumes
Lighting cullers progress.
Merge from /main to /halloween_costume_2026
Styling fixes for search/scrub/filtering
Disabled breast censorship cube on roundabout chair and swing seats
Merge: from renderbatch_meshlod_improv
- Optim: allow culling to work on MeshLods if they have invalid RenderBatch setups
- Optim: Avoid creating batches-of-1-mesh, as that inhibits Unity batching
Tests: ran around apartment complex, didn't see rendering artifacts. compared standalone builds, shows 20% fps improvement on my setup
Added CSoundPatch.GetSoundName
Added some physics object related safeguards
Added 3 new formats for render.Capture
* "rgba", "rgb" and "bgra" - each return raw image data bytes in given format
Minor DMXSerializers changes from TF2
Fixed a bad check in CUtlBuffer that affected DMXConvert
Reduce flickering of view mode selectors in Hammer
Add safeguard to hitbox getter
Hammer tweaks
* info_particle_system uses its effect_name in entity report
* Adjust Map Information dialog
* Make Map error and Entity report dialogs wider
SMG1 grenade and RPG rockets no longer hit health kit bounding boxes
* Was previously done to Crossbow bolts only, but these 2 also suffer from this
* Changed collision group of SMG1 grenades from COLLISION_GROUP_PROJECTILE to HL2COLLISION_GROUP_SPIT to enable it hitting health kit physics objects
Implement health pred changes from TF2 SDK
* Implements and adds FTYPEDESC_ONLY_ERROR_IF_ABOVE_ZERO_TO_ZERO_OR_BELOW_ETC flag to player health
Print a warning if render.Capture(Pixels) fails to alloc memory
Added "Portal Viz Width" option to Hammer 3D settings
* Changes how thick "Load Portal File" lines are. Default is 2.
Merged Pull Requests + Minor cleanups
* Changing a single quote to a double quote
* Micro optimizations for gmod_light
* TTT: Add check for if GetHeadshotMultiplier exists on carried weapon
Limit func_ladder dismount search count per ladder
* So if using silly console commands the game doesn't lock up trying to check the known universe for dismount points
Barnacle tweaks
* Prevent barnacles trying to grab PhysGun frozen props since they'd be unable to grab those props and will just keep tugging at them forever
* Heavy and frozen props will cause barnacle tongue to float above said props, not go through them
* Try to prevent rare barnacle crash
Minor cleanups
Fixed Fast Headcrabs using Normal Headcrab health convar
Fixed Think hook serverside running even if last curtime is same as current
Added timer.IsPaused
Minor cleanup: Make IsEntity an actual alias internally
Switch Lua timers to double curtime
* Seems like an important system that should have this
Merged Pull Requests
* Spawnmenu localized search
* Turkish localization updates for TTT
* Consistent stripping of bogus characters from server names
* Lua implementations of TypeID and is<type> globals
Added new argument to steamworks.FileInfo - bool extraInfo
* If set, "description" will be up to 8000 bytes long (255 is the default), and "extra_previews" data will be fetched and returned
Block some snd_ and dsp_ cvars that save to config
Migrating main building commons lighting into its own culler system, part 1 (WIP)
merge from shopfront_stringpool_warning_fix
Fix stringpool warning spam when hitting metal shopfront
Fix interaction collider incorrect physics material
Add scrub slider similar to the one in frame debugger
Cleaned up cooking tests: ore smelting tests only use oven that can smelt ore, same for cooking tests etc
Test list
skip automatic preview diffing when there are more than hundreds of textures to diff, it's super slow
tweaked storage_barrel_b deploy volume very slightly so it fits in to half and double shelves
Fix roundabout and swings not immortal + marking players as hostile
Fix the rotation not being initialized correctly on the client
Fixed apartment door numbers
Fix frame debugger capturing empty data and not capturing previews when there are a lot of events
Recovered layer settings in large apartment.
Fixed door lighting issue.
Clean: add a comment
Tests: none, trivial change
- Basic setup for shot force controls
- Prevent moving mouse up and down from moving the underlying mountable