146,310 Commits over 4,444 Days - 1.37cph!

21 Minutes Ago
Fixed player sometimes reverting to standing briefly when rapidly cycling through items while mounted to something
1 Hour Ago
Don't apply if we have an active clothing offset
1 Hour Ago
Store terrain hole mesh primitives and materials in terrain config Split terrain hole renderer buffer creation from OnEnable
1 Hour Ago
Applied a very small offset to the holster position (0.03f on y) for guns mounted on the back if the player is female
3 Hours Ago
Fix ballistic and BDU clothing missing from conveyor filters
3 Hours Ago
Updated prop renderer transforms for workshop gloves
3 Hours Ago
deleted blockout mesh in folder
4 Hours Ago
1p and 3p attachment positional updates
4 Hours Ago
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4 Hours Ago
Turret uses burst fire if attached gun is forced to use burst fire mode
5 Hours Ago
Fixed egg suit's wrong orientation in paint mode
5 Hours Ago
Fix electric furnace reskin not preserving attached storage adaptors Re-enable PreserveChildrenWhenReskinning but manually kill the child io entity so it gets recreated
5 Hours Ago
Fix a IOEntity.Reskin_Restore NRE when reskinning to paintable window
6 Hours Ago
Converted ceiling light, smart switch, fuse
6 Hours Ago
merge from main
Today
Fixed VBSP not being able to "render" LightmappedGeneric_4WayBlend Hammer tweaks & fixes * Prevent spam about missing $spriteFrame * Fixed sprites with the same material only ever rendering with one render mode, even if different sprite entities use different render modes with the same material * Make env_sprite placeholder box different color from env_sprite_clientside * Sprite helpers inherit entity color, so env_sprite's show correct color Fixed Hammer carve wiping all overlay faces, even if they are not carved * Also fixed undo breaking info_decal preview (NOT OVERLAYS!!!)
Today
merge from excavator_light_fix
Today
Fix static SimpleLight broken material on LOD1, further fix plight.backup.off S2P both oil rigs, sewer branch, harbor 1, excavator
Today
Cobalt Statue - Minor texture and material edits (concrete pedestal)
Today
shadow fix's for new anim content
Today
move scoring to in-world screen to prepare for chalkboard, scoreboard working for 1p and 2p games, - refactored to keep track of scores per turn, for better easier handling on scoreboard and coming in/out of network range fixes to 2player games - no longer have to wait for both players to register to the game, only 1 is needed. - 1st player takes their turn, then the next player to mount registers as 2nd player and takes their turn afterwards - fixed nonregistered players being able to play/mount, and added convar for being able to play 2p against yourself (for debugging) - various other fixes
Today
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Today
Removed non HeldEntity error log from ItemModEntity::OnRemove, we have a few legit non HeldEntity using this (weapon attachments)
Today
merge from main
Today
Setup Keyboard Folder Structure Imported Keyboard Viewmodel and Textures Setup Keyboard Materials and Viemodel FBX
Today
merge from pool_analyzer_non_caching_methods
Today
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Today
Update Rust.CodeAnalyzer again - switched the way methods are marked to an attribute [PoolAnalyzerNonCaching] Mark all RPC method overloads with it Update Rust.SourceGenerator.Rpc to add it to the autogenerated RPC methods too
Today
Clean: remove NetWrite.BytesWithSize(byte[]...) overloads Tests: editor compiles
Today
Clean: remove acouple obsolete things - Get rid of IStreamReader/Writer - they're not used anywhere - get rid of NetWrite.Bytes(byte[]) overload - superceded by Bytes(ReadOnlySpan<byte>) Tests: editor compiles
Today
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Today
- renamed wordmodel - added static (linked) mesh to worldmodel prefab - removed rail from renderers (hidden) in worldmodel prefab - updated weapon rack to large pegs
Today
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Today
Industrial Storage - closed gaps under barrels and adjusted distance to floor
Today
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Today
More fixes to viewmodel mag & shell visibility
Today
Update Rust.CodeAnalyzer Brings an upgrade to the pool static analyzer, letting us mark certain methods as "non-caching" via .editorconfig - for example ClientRPC / ServerRPC are guaranteed to not cache or free pooled arguments. Doing so tells MissingFree to keep analyzing after calls to that method (instead of treating the pooled variable as escaped). This found 6 pool leaks which are also fixed in this commit (inside BasePlayer-Spectating, BasePlayer-MapInfo, DisplayingBoxStorage, GrowableEntity-Server, WireTool, IndustrialConveyor).
Today
Cleanup, remove legacy IO code of already converted entities
Today
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Today
Converted NeonSign to the new IO system
Merge from m16a2
- Fix simple handmade sight not enabling sight rail - Fix some sights not always enabling sight rail on viewmodel - Fix sight rail not always showing when holstered on back - Fix worldmodel using the LR300 mesh
Today
merged from tovector3_parse_format_fix