146,582 Commits over 4,444 Days - 1.37cph!

13 Minutes Ago
Allow ladders to be rotated squint on powerlines rather than nicely aligned upwards if holding shift whilst placing Doesn't seem useful but also feels like it should be allowed
22 Minutes Ago
Add a stripped back procedural map for testing all maintained monuments Scenes->Dev->Maintained Monuments Procedural Map
1 Hour Ago
Allow ladders to be deployable on powerline poles Rebuild manifest
1 Hour Ago
Top floor dressing pass Mesh decal pass on the top floor
2 Hours Ago
Minor fixes * weapon_flechettegun.lua cleanup * npc_hunter & env_spritetrail save restore fix due to double curtime changes Enable phys_slideconstraint notifications Mark g_debug_* as cheats consistently Remove player_limit_jump_speed (unused) 64bit saverestore fixes Fixed npc_turret_floor dying multiple times when shot Added cam.GetProjectionMatrix and cam.GetViewMatrix Minor cleanups * Get rid of GMOD_Player::PlayStepSound (pointless override) Fix prop_effect not being affected by color tool's alpha setting Minor changes * Micro optimizations for footstep sound playing Fix SuperDOF tiling with poster (will still be blurry as it just stretches the texture) * Also fixed SuperDOF result texture not rendering while main menu is open Automate Lua IMaterial refcounting * Push_IMaterial ups the refcount, not each individual Lua binding. Now works exactly like ITexture bindings do. Stop some pointless materials being loaded on game start up * Delete CHudVoiceSelfStatus * Fixed legacy server browser launching server refresh on game start if last tab was not "Internet"
3 Hours Ago
- Setup a seperate file for demo compatability rather than dumping it manifest - Only store deprecated strings for 120 days from generation (roughly 4 updates, this will need tweaked)
3 Hours Ago
Demo compatability layer This will allow us to run older demos on newer versions of the game without breaking references in between. Before: - If you changed the name of an object it would break all demos before it. - If an RPC changed name it would break all demos before it Now: we can optionally cache all of the old names + hashes of objects and RPCs during each manifest build then on playback we can check for missing ones to fill in the blanks. Won't be a silver bullet but should prevent simple issues from destroying demos
3 Hours Ago
Fixes masking issues with premium tags in the server browser (UIEffect didnt support SoftMask)
3 Hours Ago
Colored player name and date on ban notifications
4 Hours Ago
Fix spawngrid only accepting integer spacing
4 Hours Ago
Apply PoolAnalyzerNonCaching attribute to a bunch more methods that are used with pooled arguments and are known to not cache them - Vis.Entities, GamePhysics.Trace / Overlap etc. - Found and fixed two more (small) pool leaks Also found an existing PoolAnalyzer issue, flagging a false positive MissingFree when there's an early return inside a try and the finally contains the free. - Updated the analyzer to correctly catch this edge case, added some tests to confirm
4 Hours Ago
Reworked the reload after anims changes
4 Hours Ago
Remove MenuOption thing I was testing
5 Hours Ago
Enable position on mailbox slide entity
5 Hours Ago
Text expands if the icon link is disabled Clearing anim polish
5 Hours Ago
Modify EntityItem_RotateWhenOn to also support moving position
5 Hours Ago
Swap one of the prop mailboxes for a entity mailbox in apartment_complex_core.prefab
5 Hours Ago
5 Hours Ago
Make entity version of apartment mailbox + relevant code
5 Hours Ago
Rotated dart animations to be facing the correct direction
6 Hours Ago
compiler fixes
6 Hours Ago
Disable mipmaps on the LR300 display numbers texture, fixes the ammo readout not rendering Disable biome layer on the number materials, did not appear to be doing anything
6 Hours Ago
Midlength test setup
6 Hours Ago
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Today
Notifications can hold more text, they auto scale to fit
Today
Fixed light collider oddities.
Today
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Rebuild manifest Remove duplicate part visibility rule on m16a2 entity
Today
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Today
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Today
Make the RRP toggle a saved ConVar
Merge from main
Today
Notifications: - Fixed scroll not working - Fixed clear all button text wrapping issue Prefabed everything, cleanup
Today
Fixes
Today
Configured custom tone mapping setting for all main camera post process volumes
Today
Updated FBX with new poncho fur fix. updated prefab with new fbx.
Today
Added new Custom mode for tone mapping in RRP
Today
replaced huge NativeList triangle alloc for a NativeStream on TempJob, 10x less memory usage with no performance loss
Today
fixes and improved QoL - starting and ending game happens in interact menu of the board, not the mountable mat - updating score timer happens when you step on and off mat, so stepping off pauses the timer and doesnt ruin leaderboard run - fixed scoring issue on winning turn - added game over panel to score panel, otherwise there was no indication a game was done - fixed UI to show loaderboard time instead of scoring (as scoring is now in world) - mounting/dimounting sends network update to board, so it can display changes on clients - added player name to score cards - fix playerdata states not being set properly
Today
Additional logging
Today
monument blocker - collapse: combined and cleaned up assets
Today
let generators resize internal native alloc back to 0 after 10s of not being used + codegen
Today
merge from main
Tweaks to LOD textures for crew cut, ponytail and bun
Today
Merge from render_pipeline_testing
Today
Merge from parent
Today
Merge from main
Today
Pre-thruster testing... test
Today
CLAUDE.md (redirects to .github/copilot-instructions.md)
Today
handling max-triangles length properly