137,280 Commits over 4,474 Days - 1.28cph!

43 Minutes Ago
Adding g skin ak anims
59 Minutes Ago
merge from main
1 Hour Ago
satellite control room, some polish to set dressing
1 Hour Ago
satellite crates updates
4 Hours Ago
merge from apartment_disconnect_teleport_fix
4 Hours Ago
merge from rentableshop_item_move_fix
4 Hours Ago
merge from rust_relay_server
4 Hours Ago
merge from master_key_despawn_time_increase
4 Hours Ago
merge from charms_ownership_fix
4 Hours Ago
merge from apartment_door_teammate_fix_2
4 Hours Ago
merge from sleeper_safezone_turret_fix
4 Hours Ago
merge from apartment_estimatedvalue_fix
5 Hours Ago
Added the twitch drops render scene to the "Scenes" unity menu
5 Hours Ago
Deleted an old, broken prefab in scene
5 Hours Ago
Position tweak
5 Hours Ago
Merge from main
Today
Update WeatherEffect to use a PersistentObjectWorkQueue instead of repeating invokes Budgeted to 0.05ms, matches it's invoke cost but stops the occasional spike up 0.1ms Also pass the position of the effect down the chain once, instead of repeatedly accessing transform.position
Today
Limit amount of upkeep that can be stored in an apartment upkeep terminal to three days worth (amount varies between apartments) Send a network update from the apartment whenever items are added and removed from the upkeep terminal to update clients
Today
Unsaved mask
Today
Fix shield not rotated correctly while holding vanilla hatchet
Today
merge from triggerbase.ontriggerenter_nre
correct comment
Potential fix for triggerbase on trigger enter NRE. Possible weird sequence where a call via OnPlayerEnterCombatZone -> Teleport which eventually calls ForceUpdateTriggers could result on OnTriggerExit running inside our same trigger whilst we're still inside its OnTriggerEnter
Today
Fixed an infinite loop in the client shadow system Fixed MacOS & Linux SRCDS compile errors Improve error handling with missing data in <gamemode>.txt files Fixed procedural bones not working correctly * Hopefully without side effects. Basically I think they were applied twice because of changes before 2014, so idk what the purpose of these C_BaseAnimating::BuildTransformations changes where, but now it much more closely resembles regular Source Engine code Prevent main menu backgrounds scanning 2 paths on file open * Basically it was trying `materials/background` first, while the files are always in `background/`, so now it just checks the correct path immediately. Don't fruitlessly search workshop content for every mounted path * Only search in addons for each Workshop path Minor cleanups Do not mount gamemodes/ for menu state Lua
Fix NPC Shop vendors facing the wrong direction after save load
Today
Resolved timeout issue on map upload
keep a dropped key around for an hour rather than 5 minutes
Today
Merge from more_cleanup
Today
Fixed ban notification report date being wrong, will now show the date of the first report
Today
Update(debug): allow to filter occlusion culling debug to just 1 specific instance via culling.debugid - added editor only way to copy id (need a way to do this in standalone) Tests: used it to isolate apartment corridor wall (still pants to use though, need something better)
Don't send room network update twice Clean up methods Refresh blocker state constantly if inside the invisible door toggle
Today
Founders Door - lowpoly and first texture iteration
Also fix MeshLOD spamming errors when first adding the component
Implement arted up variant of powerplant fuse box - Fuses visible in fusebox according to which slot they are placed in - Use gib for popping out spent fuses - Add custom loot panel for the powerplant fuse boxes - Move powerplant fuse condition loss to a convar Also: - Fix all invalid slots being visible for a frame when opening a loot panel with 'hideInvalidIcons' enabled - Fix loot panels reverting to the quick craft panel when closing the entire panel
Today
Consistent icon sizing for animation buttons
Today
Camera scroll zoom shift tooltip
Today
Update(editor): occlusion hiz overlay - "auto-expose" depth overlay Original implementation made it very difficult to discern anything in enclosed spaces Tests: used it in apartments
Today
Port ONLY the shader changes over from /main/.../std_shader_compat in order to make the standard shader compatible with the SRP batcher. This will cause conflicts. If you run into that, than know that this branch is the source of truth. This branch should stomp whatever was under /main/indirect_instancing.
Today
More reliable skin icon downloading. Skin menu styling fixes. Flash skin title text red/yellow during skin download for user feedback
Update blast door blocker to use RendererLOD
Today
Fixed streetlight volumetrics hue not propagating. Pop fix. S2P.
Today
Added sounds to charm equip/unequip and code tweaks
Merge from MonumentBlockers2
Today
Filter skins by name
Today
blast door blocker added
Today
WIP stacked tables/desks monument blocker
Today
Occlusion tweaks & shadow priority improvements. Removed distance flares from basement assets. S2P
Today
Bigger button style in scroll views
Today
Final light tweaks & polish fixes. S2P.
Today
Workshop skins now loading correctly with their icon