160,700 Commits over 4,566 Days - 1.47cph!

11 Minutes Ago
small games wooden table; - texture polish
29 Minutes Ago
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45 Minutes Ago
Try to fix a weird infinite loop with 32bit VPC on Linux
1 Hour Ago
Optimised RendererGroup invalidation, only the combined mesh holding the block is switched back to separate renderers Editor profiling, walking around the same big base: slowest LOD switch ~2.5ms -> ~1ms
1 Hour Ago
merge from held_item_fixes
1 Hour Ago
Compile fix
1 Hour Ago
fix weapons aim while holding items and turning + melee head wobble when jogging. (move more code to HasHeldItemAnimations to work with subsystem held items)
1 Hour Ago
fix predict turn feet yaw being completely wrong in rowboats, use raw aim yaw instead.
2 Hours Ago
merge from fix_packet_capture_rustrelay -> main
2 Hours Ago
Fix packet capture writing packets sent to rust relay - intended to only capture player-facing traffic - can use convar `packet_capture_rust_relay` to enable capturing rust relay if you really want
2 Hours Ago
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2 Hours Ago
Fix edge links which have identical distances flipping based on what was placed first - make the tiebreak use the lower network ID so tests don't have to wonder about this small inconsistency
2 Hours Ago
sprinkler_color_fix -> main
2 Hours Ago
Fix radwater sprinklers spraying clear water for a moment when switched on Sprinkler now gets its container to adopt it before its On flag is networked, so the rad effect shows from the first frame
4 Hours Ago
Delete vpk_osx32 Linux build fixes * Don't build datamodel for 64bit dedicated servers (unused) * Fixed compile error on Linux64 introduced by recent StudioMDL changes * Fixed Linux64 client trying to build for 32bit and failing * Move Linux64 binaries into a subfolder to match x86-64 * Remove "64" suffix from Linux64 .so files * More of the client builds StudioMDL Linux build progress * StudioMDL builds, runs and can build models on Linux (64bit) * The only caveat is that I have to comment some unfixed/unported stuff for it to work properly (TODO) Fixed a crash with Vehicle:SetWheelFriction
3 Hours Ago
Use a sparse grid for CullWhenInside so foundations changing only queues nearby bushes into the work queue Add some pool analyzer attributes
3 Hours Ago
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4 Hours Ago
Updated icon meta for garage door, box and charm (broke during merge i suppose)
4 Hours Ago
Premium Warhead Box - Added WIP conditional meshes for adaptors
4 Hours Ago
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4 Hours Ago
Reset the flag when pooled, doesnt seem to cause issues but good practice
4 Hours Ago
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4 Hours Ago
merge from ugc_censor_option -> main
4 Hours Ago
fix compile error
4 Hours Ago
Set timeout for uploads of signs to 10s
4 Hours Ago
Merge from main
5 Hours Ago
Fixes from API changes - max amount of uploads queued to 1k - include server ip & port in JSON body instead of headers - update endpoint
5 Hours Ago
merge from batch_all_packets -> main
5 Hours Ago
merge from batch_all_packets -> main
5 Hours Ago
Match network to main (since it will be increased during staging wipe)
5 Hours Ago
Enable jakes dynamic_occlusion_pausing by default again Possibly fix the "door stuck half open after alt tabbing" issue that caused us to revert it last time
5 Hours Ago
merge from demoui2_fixes
5 Hours Ago
fix physical cam
5 Hours Ago
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5 Hours Ago
Fix after merge
6 Hours Ago
Fixed batch groups staying unbatched for good when their rebuild got cancelled by another change in the same cell
6 Hours Ago
Fixed LODs being worked out from the camera position before a respawn or CCTV switch (regression from 169523)
6 Hours Ago
merge from main -> ugc_censor_option
6 Hours Ago
update from main
6 Hours Ago
merge from main -> batch_all_packets
Today
Cut offset distance customisation.
Today
Add a saw model prefab. Bunch of fixes/improvements
Today
Tiny polishy fixes to lamphouse light damage stages
Ensure rad water sprinklers turn on the right color initially
Today
exported wip 3p uzi animations
Today
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Today
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Today
Floor rules
Today
Polish to damaged lighthouse lamp states, added in repeating LOD3 elements to individual LOD3s
Today
More track/glow fixes/improvements