159,205 Commits over 4,566 Days - 1.45cph!

25 Minutes Ago
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1 Hour Ago
Added a menu item in Build/ to keep the build cache so we can do incremental builds
1 Hour Ago
Revert some files I didnt mean to commit
1 Hour Ago
Deep sea content is now loaded on demand when entering it - it has its own asset scene loaded/unloaded when crossing the portal - entities wait for their asset scene before spawning Saves around 260MB of RAM and 270MB of VRAM when out of the deep sea
1 Hour Ago
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2 Hours Ago
merge fix_chainsawanim
2 Hours Ago
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3 Hours Ago
merge from misc_logging_cleanup 🧹
3 Hours Ago
Fix yaml issues in calf, calfmale and lamb prefabs
3 Hours Ago
rust 13th birthday cake - world model prefab updated - game model updated
3 Hours Ago
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3 Hours Ago
merge from ledgedrop_crouch_fix
3 Hours Ago
first pass on painting/tattoo stencils - stencils can be stamped onto the body as tattoos - stencils are in full RGB colour, tintable, and can be greyscaled
3 Hours Ago
merge from disable_tip_npcs
3 Hours Ago
rust 13th birthday cake - game model added - material added - prefabs setup - viewmodel setup
3 Hours Ago
Manifest
3 Hours Ago
adding extra chain joints
4 Hours Ago
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4 Hours Ago
Merge from main
4 Hours Ago
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4 Hours Ago
Fix deploy state not being correct for spectators Anim controller fixes ADS fixes Adjust mag capacity and fire rate
4 Hours Ago
More missing UnityEvent attributes, fixing ballista broken down anim, quarry bucket drop effects and metal detector swing sounds
4 Hours Ago
Fix colliders in a nested BaseEntity being attributed to the wrong Model component Fix / improve existing "Resolve duplicate Bone Names" tool to target the exact issue Used it on the 39 flagged prefabs, renamed 194 bones in total S2P oil rigs, junkyard, outpost All tests pass
4 Hours Ago
Add a default shot to charactershotsettings Add fov settings to charactershotsettings Value tweaks
5 Hours Ago
Tidied up the Items category in the crafting menu by moving 62 craftables from 'Items' to 'Fun' (painting canvases, trophies etc)
5 Hours Ago
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Fixed ballista and catapult sounds not playing in builds, missing unity event attribute
5 Hours Ago
Skull Wall Lamp - hooked worldmodel prefab up (didnt merge properly)
5 Hours Ago
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fixed annoying mvoement issues with xmas and halloween lights so you dont get stuck walking on them. Applied wood phys material to skull lamp gibs
5 Hours Ago
Use newer gcc for chromium process
5 Hours Ago
merge from Halloween2026DLC
5 Hours Ago
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5 Hours Ago
Disable turn in place on NPCs
5 Hours Ago
exported updated warhead garage door anims
6 Hours Ago
merge from modulator_as_struct
6 Hours Ago
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Yesterday
Disable panel drag'n'drop with mouse 3/4/5 Fixed Hacked Rollermines ignoring Combine Hunters Allow setting filters via Entity:SetSaveValue Added a few more entities to override whitelist * info_player_teamspawn, info_vehicle_groundspawn * Placeholder entities based off of prop_dynamic and prop_physics Fixed various potential crash issues when creating entities More potential crash issue fixes when creating entities Even more potential crash fixes around entity search Fixed a couple instances of \b used instead of \n Bandaid fix for GetBoneTransform returning garbage * This needs investigating further Added p2p_force_reliable convar * Defaults to 0, forces all packets to be sent over reliable P2P channel. * Stop using k_EP2PSendUnreliableNoDelay for all small packets, use the more reliable k_EP2PSendUnreliable Attempt a different fix for overlay layers resetting on server join Added feedback message to host_writeconfig_lua Added ability to load Srcds Workshop Ids from a file * It can be used alone or in conjunction with a collection. Documented on wiki * Moved srcds workshop cache file from `cfg/srcds_addons.txt` (too generic) to `cache/srcds_addon_list_cache.txt` Remove CExampleEffect screen space effect from builds * I don't think it was ever accessible from Lua/whatever Prevent Lua errors when using prop_effect in base gamemode * I don't know why this Sandbox specific entity is in the base gamemode, but it is, so we gotta deal with that now. Add UpdateScreenEffectTexture matproxy, use it for that PHX screen * Basically it forces _rt_FullFrameFB texture to update (at the end of the frame), meant to be used on model materials that make use of this texture. Fixed SWEP:CustomAmmoDisplay causing UI overlaps sometimes Fixed normals on a few more built-in models * prison_padlock001b.mdl * de_inferno/goldfish.mdl, claypot01.mdl & its gibs, claypot02.mdl Fixed normals on more built-in models * de_tides signs * fanhousing models (CS:S and EP2) * "Thrown" versions of CS:S grenades + the holster without a gun * furnitureArmchair001a.mdl Add fallback CS:S hostage pain sounds * For TTT, but also any other addon out there * The sounds are just the citizen ones Force panels to think & enable clipping when main menu is open Get rid of some usages of Bootil::BString from lua_shared * ILuaShared unchanged Minor cleanups Reduce code duplication when calling Lua functions from C Recompile cargo container props to fix tangents + add 3 new props Update default spawnlists * Added the 3 new cargo container related props * Rearranged CS:GO map props spawnlist Updated spawnicons associated with the recently changed spawnlists Update L4D1 spawnlist to have more props Minor cleanup with saverestore.Pre function calls Prevent gmod_tool error when having addon tools in non Sandbox GM Fix ammo hud spamming animations * Makes HUD switching from Lua's custom ammo display hook smoother Resolve nullptr crash with SourceTV/HLTV Fixed a regression with vehicles due to recent changes Stop HLTV running "spectate" concmd Fix bone cache always caching root bone but not calculating it sometimes Add some bone cache bounds checking Fixed Zombies creating double ragdolls with keep corpses on Fixed Spawnmenu middle mouse click regression Handle addons not providing complete data for NPC weapons * So spawnmenu doesn't get bricked entirely Use more dynamic fallback for Infected shader * Instead of shipping edited materials, we do it in code Fix false positive with "Out of bounds bone in CIKContext" Fixed potential npc_alyx related crashes Potential fix for a crash on that one CS:S map Update Windows symstore path
6 Hours Ago
Lighting balance in characterstage, room is a bit darker Disabled ~20 lights that weren't really doing anything Some charactershotsettings tweaks
Today
ResetStaticFields on UIInventory, fixes get_Eventsystem error when entering playmode Fix sam site server targets list not getting reset, causing error spam on subsequent play mode sessions
Today
UI cleanup
Today
Updating viewmodel skinning
Today
merge from fonts_optims
Today
Same deal with adrip1, removed duped font and made a material S2P apartment complex
Today
Fix another "Some objects were not cleaned up when closing the scene"
Today
Set NotoSans to non readable
Today
Fix the "Leak Detected : Persistent allocates 4 individual allocations. To find out more..." logs that appear after every recompile Came from TerrainTexturing, AtmosphereRendererAmbientPass and VolumeClouds