139,023 Commits over 4,474 Days - 1.29cph!

30 Minutes Ago
Add decal related safeguard * Some people apparently crash there sometimes? Don't know how, so this is the best I can do for now Enforce NOLOD and NOMIP for .vtf files without mipmaps Minor cleanups Fixed complains about LuaParticles refcount Minor compile warning fixes Fixed regression with portal turret voice lines Break debug.getlocal a little Try to fixup crash dump console log with newlines * Usages of MsgC or Msg without newlines would garble up the log, so we try to add newlines to the internal crash dump log so it looks correct, and also ignore empty lines Add more decal nullptr checks Fixed Ctlr+LeftArrow crash with TextEntry again Fixed Entity:Remove removing stuff prematurely when crazy physics is involved Added util.IntersectRayWithTriangle Add 2nd return to util.IntersectRayWithPlane/WithTriangle - dist Adjust TextEntry scrolling to take into account language ID box Prevent invisible Projected Textures from rendering shadows Block, cheat and remove some cvars & commands * Blocked some more archived commands * Removed hud_jeephint_numentries, hud_takesshots, filesystem_report_buffered_io, r_shader_srgbread * Remove some stub XBox related presence system, removes `user_context` and `user_property` concommands Remove PyroVision leftovers * Removed shader, removed the overlay render code, removed CReplacementProxy material proxy (`replace_proxy`) * Removed a bunch of pyro_ convars Merged Pull Requests * Fixed spawnmenu Lua error * Removed unnecessary material override for Ep2 Antlion Guard Fix a crash with vehicles on level transitions Remove r_flashlightscissor (and do it cleanly) * It was already disabled in-engine and was duplicated in model rendering, but did basically nothing if enabled, and was always disabled on game start anyway. Remove FCVAR_ARCHIVE from sv_skyname * Since it is reset on map load every time anyway, even on dedicated servers. Remove r_raindensity (unused) Remove Logitech G15 integration leftovers * We never shipped the .dll for it work, so I think it was always unusable, so just get rid of it entirely. * Removes associated g15 convars Remove HL2 start new game dialog code, more XBox UI stuff * It was already made inaccessible prior, but now removed entirely. Convar adjustments * Made `adsp_debug`, `cl_debugrumble` a cheat, remove archive flag * Added a bunch more archived convars to Lua blocklist * Remove mat_norendering, add descriptions to some other `mat_` convars so they can be found with `find`. Remove HL2 game logo and menu buttons code, console animations Update TTT - Linux font swap Added more FCVAR_Archive cvars to Lua blocklist * Replaced a few ARCHIVE flags with CHEAT flags for debug convars (scene_show* for example) * Removed r_drawvgui, vgui_message_dialog_modal * Removed sv_unlockedchapters, stop reading `scripts/ChapterBackgrounds.txt` Saverestore adjustments Remove trailing "f" from convar default values and other places * Namely some shader parameter defaults (not sure if they are used tbh) Add note in code about what CWin32Surface is for Added map icons for new TF2 maps Make surface.PlaySound not be spatialized (ignore DSPs) * Basically disables map echo on UI sounds Added "Enable Stereo Enhancements" option to Audio options tab * This was previously only silently enabled if player chose "High" audio quality and "Headphones" Speaker Configuration Change Weapon_*.Empty soundscript channels * So the Empty sounds don't interfere with firing sounds or the reload sounds Update light origin on some PHX train track models * Basically a trial run for a Sandbox tool to do this fast, 150 models changed Added Hacked Manhack to spawnmenu
14 Minutes Ago
Remove some left over logging, and testing holes from foundations
18 Minutes Ago
Crash fixes/tweaks/wip
38 Minutes Ago
merge from main
1 Hour Ago
merge from PlayerMaintainedMonuments
1 Hour Ago
merge from buried_item_null_checks
1 Hour Ago
Fixed ownershipShares NRE happening on modded servers with higher stacksizes
1 Hour Ago
merge from main
1 Hour Ago
Merge: from codeanalyzer_getwrapperattrib - Update Rust.CodeAnalyzer for PoolAnalyzerGetWrapperAttribute support - Bugfix 4 pool leaks from above attrib Tests: compiler simulator passes
1 Hour Ago
GetExtrapolationTime tweak
1 Hour Ago
Bugfix: fixup pooling errors in 4 places - 2 in WireTool, BaseAIBrain and CommunityEntity - added a bunch of PoolAnalyzerNonCachingAttribute to BaseAIBrain calls working on proto types Noticed 2 cases where analysis escape didn't trigger like it should've Tests: none, trivial changes
1 Hour Ago
Merge from PlayerMaintainedMonuments/powergrid
1 Hour Ago
Disable read/write on regular FuseBoxB mesh, was supposed to be on the collision mesh
1 Hour Ago
Change min region size to meters, include oom logs
1 Hour Ago
Merge from PlayerMaintainedMonuments
1 Hour Ago
Merge from main
1 Hour Ago
Fix for powerplant steam being visible when it shouldn't S2P powerplant
1 Hour Ago
Remove old placeholder explosion/effect, use new one.
1 Hour Ago
Update: update CodeAnalyzer with support for PoolAnalyzerGetWrapperAttribute - tag NetRead.Proto and ProtoDelta with it Tests: editor compile shows 4 pooling errors
2 Hours Ago
Fix old tile remaining after failed tile rebuild, which will cause it to exist in native but not in managed, and be ignored by saves
2 Hours Ago
Fix oldest heavy fuse in every powerplant fusebox being deteriorated rather than the oldest fuse across all fuseboxes
3 Hours Ago
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
3 Hours Ago
Fixed holding [USE] to open the sculpture editor drawing an unintended line on the structure as it opens
3 Hours Ago
Fix tile bounds height being too larged when passed to create heightfield
4 Hours Ago
Adjust calf walk speed to 0.58
4 Hours Ago
puzzle zoo test update. fixed some connections (set input & output slots from 0 to 1 ) and got ris of the electric part connected to the kinetic puzzle
4 Hours Ago
Fix potential exception
4 Hours Ago
adjust push velocity for short time after sculpture edit
Rin
4 Hours Ago
merge from CollaredShirt0
4 Hours Ago
Merge from main
4 Hours Ago
Fix terrain holes when toggling RRP by switching materials Fix foliagegrid when holeMap is unavailable Add distance check for hole mask sampling Remove redundant interpolator from terrain shader
4 Hours Ago
overlap censor bounds to avoid nasty visible grid
4 Hours Ago
Fix navmesh load failing because of invalid tile count, just because it has more than 10000 tiles which is possible
4 Hours Ago
Adding second loop for master key
5 Hours Ago
Cleanup unused variables and redundant comments
Rin
5 Hours Ago
Adjusted heavy fuse spawn rate to be more common
5 Hours Ago
merge from satellite_crash
5 Hours Ago
Moved fuel counts to convars
5 Hours Ago
Cache PowergridToggle components distance to the powerplant Minor update for powergrid help convars
Today
merge from main
Today
Merge from recyclebin_storage
Today
Merge from main
Today
Merge from PMM
Today
Add grazing behaviour Animal will look for Field/Forest/Forestside, move there and graze for a random period of time Hooked up idle clips
Today
Add age enum to livestock animals Add milk interaction for cows, only for adults Just gives an apple for now
Today
Mark Electrical_fuse_box_B_COL r/w
Today
Fixed inventory limit rules on modular cars
Today
Reinstate HasComponentInParent and HasComponent in GameObjectEx, some media tools relied on this
Today
Compile fix
Rin
Today
merge from PlayerMaintainedMonuments/powergrid