146,863 Commits over 4,444 Days - 1.38cph!

40 Minutes Ago
Add missing swiftsader libs for Linux 64bit Do not try to init vaudio_speex when using Steam voice Removed a bunch more Xbox360 GameUI code * Removes point_bonusmaps_accessor entity Update Workshop stats in Steam according to Steam constraints Prevent player.CreateNextBot and `bot` command in singleplayer Fixed SpawnIcon positioning for certain models (Community Contribution) Crossbow bolts tweaks * Fixed crossbow bolts hitting surrounding bounds of weapons and ammo/etc entities * Make hitting invulnerable props apply physics force to them. This was partially a bug with changes to being able to reflects bolts off of props. Fixed potential crashes in material system 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" Minor cleanups * Delete hud_drawhistory_time convar (unused) * Disable loading of certain weapon textures that are unused, such as ammo icons
46 Minutes Ago
Final LOD fix Spotlight
50 Minutes Ago
Further cleanup, boolean gating for lookup creating
56 Minutes Ago
Fix animals attacking through walls, or getting stuck when player is on foundation, also fix some "can't move / resetPath when not on navmesh" errors
57 Minutes Ago
Fix "can't move / resetpath on agent outside on navmesh" error when wolf or tiger jumps at player on foundation
58 Minutes Ago
Fixed skin item modal not updating when using the arrow buttons to navigate
1 Hour Ago
Fix wolf tiger etc not fleeing / jumping on unreachable players, instead just charging and getting stuck / attacking throw walls
1 Hour Ago
Compile fix
1 Hour Ago
Cleanup, rewrites
1 Hour Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
1 Hour Ago
merge from main -> apartment_complex_monument
1 Hour Ago
Gibs and LODs for heavy barricades. Plugged into entity setup.
1 Hour Ago
main -> demo_compatability_layer
1 Hour Ago
update_metabolism_network_optimization -> main
1 Hour Ago
Code cleanup
1 Hour Ago
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1 Hour Ago
merge from main
2 Hours Ago
Fix SenseComponent.Tick InvalidOperationException
2 Hours Ago
Fix ai sense adding to a dictionnary while iterating on it
3 Hours Ago
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3 Hours Ago
Merge from new_navmesh_fixes, fix wolves eating corpses using telepathy, fix look rotation error spam
3 Hours Ago
FIx ternary operator precedence oversight causing ai stopping distance being incorrect, remove unused string creation in -useNewNavmeshPath, fix ais not taking into account stopping distance properly
3 Hours Ago
large apartment tweaks
3 Hours Ago
collapsed blocker update
3 Hours Ago
more optimisations in large apartment added a proper static prefab for the bear rug
3 Hours Ago
tweaks to apartment large and med dressing, cleaned up large apartment having props outside the -furniture- group and thus not culling
3 Hours Ago
Merge from new_navmesh_fixes, fix crash on linux, fix error when no saved navmesh yet on disk
4 Hours Ago
merge from hanging pot plants
4 Hours Ago
set dressing progress in floor 5
4 Hours Ago
Log warning instead of error when no save file for navmesh is found
4 Hours Ago
Fixed not being able to reskin large furnace while there's storage adaptors attached Fixed reskinning regular furnace <-> legacy furnace not preserving attached storage adaptor
4 Hours Ago
Fix compile errors
4 Hours Ago
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4 Hours Ago
4 Hours Ago
merge from main
4 Hours Ago
renamed to wip title bar games, rebuilt skins
4 Hours Ago
merge from main
4 Hours Ago
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5 Hours Ago
Fix an issue with streamer mode showing your own name when use_steam_nicknames is enabled
5 Hours Ago
update from main
5 Hours Ago
Merge from main
6 Hours Ago
Merge from main
6 Hours Ago
set dressing progress in floor 5
6 Hours Ago
converting all Acceleration/VelocityChange to use Force/Impulse in prep for engine change
6 Hours Ago
Merge from main
Today
re-factoring the apartment wing prefab a bit with all floors set dressing organised under props disabled a bunch more shadow casters on top floor, base for 5th
Today
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Today
Only enforce additional parent validation if an AreaCheck socket mod is present on a deployable, otherwise revert to original behaviour
Today
Created a separate Electrical Branch config UI prefab so all I/O cant be named
Yesterday
update SetRenderFunc calls