145,572 Commits over 4,413 Days - 1.37cph!

4 Minutes Ago
math.sign => math.Sign, && => and
14 Minutes Ago
Disable flashlight offsets for viewmodel when using attachments Make vcr_verbose blocked and a cheat + Minor cleanups Fixed potential crashes with stringtables Fix double "scripted_ents library is not a table." warnings Fix couple of compile warnings in tools Fix Linux SRCDS compile error Fixed Lua state corruption Minor cleanups + whitespace cleanups Make loading screen dialog have static height again * Simpler, fixes a few issues, potentially helps that one guy who would "Style around the box" on their loading screen. Minor cleanups Merged Pull Requests * Added env_detail_controller to FGD * Micro optimizations for Thruster effects * Added math.sign * string.ToColor can now accept inputs without alpha channel Swap colors in snd_show, add SV/CL prefix Implement fade time stuff for multiplayer client prop => ragdoll gibs * Also fixes them not being cleaned up on map cleanup Pull Req: Minor changes to prop_effect rendering (Community Contr) Added a safeguard when unable to allocate memory for map lighting
21 Minutes Ago
Merged Pull Requests * Added env_detail_controller to FGD * Micro optimizations for Thruster effects * Added math.sign * string.ToColor can now accept inputs without alpha channel Swap colors in snd_show, add SV/CL prefix Implement fade time stuff for multiplayer client prop => ragdoll gibs * Also fixes them not being cleaned up on map cleanup Pull Req: Minor changes to prop_effect rendering (Community Contr) Added a safeguard when unable to allocate memory for map lighting
32 Minutes Ago
Collect analytics on what prefabs from the props asset scene are being used so that we can optimize how they are bundled to reduce memory usage and load time
33 Minutes Ago
remove extra semicolon
43 Minutes Ago
Fixed a very rare bug - if patrol heli crashed on top of an unloadable train wagon, the heli crates would become locked and unlootable
43 Minutes Ago
fix g-buffer inconsistency for skin shading between BiRP and RRP
56 Minutes Ago
prefab merge fix, will need to redo this
1 Hour Ago
further fixes
1 Hour Ago
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1 Hour Ago
merge from tmp_validatehtmltag_nre_fix
1 Hour Ago
Merge from PlayerRigUpdate2 Keep source on floating city scenes
1 Hour Ago
fixes
3 Hours Ago
Clean up completed todos
3 Hours Ago
darts move ballistically when they dont hit the board
3 Hours Ago
demo_breaking_fix -> main
3 Hours Ago
Fix demos removing certain entities during initial playback Was most apparent with global broadcast entities and would often result in Cargo Ship not being there during playback
3 Hours Ago
merge from cassettepanel_nre_fix
3 Hours Ago
Fixed cassette loot panel NRE
3 Hours Ago
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3 Hours Ago
Fixed server-side ragdoll erratic behaviour
4 Hours Ago
Fixed error when spawning server-side corpse
4 Hours Ago
merge from main
4 Hours Ago
Add the industrial barrels to the StorageAdaptorAllowCollisionGroup
4 Hours Ago
merge from main 152363
4 Hours Ago
progress on billboard/particle lighting conversion to RRP
4 Hours Ago
Add a CaveNetworkGroupLayerOverride to cave_large_sewers_hard to fix network layer issues Rebake height map to fix terrain issues S2P
5 Hours Ago
merge from main 152363
5 Hours Ago
Avoid various allocs in ResourceDispenser.DoGather Cache an invoke action + item def harvest stat key, get rid of linq, pool hit info
Today
merge from editor_rpc_kick_convar
Today
Add editor only convar debug.prevent_rpc_error_kick - stops RPC errors from kicking the player
Today
merge from spraycan_reskin_refactor
Today
Improved way to reposition socketed child entities when reskinning - look for the matching female socket on the new entity with the same name, fall back to the closest if needed Fixes door controller attached to an high external gate swapping sides when reskinned Add StringEx.EqualsAfterLastSeparator
Today
some set dressing/foliage polish in playground area
Today
apartment_complex_1 s2p
Today
killing more shadow casters, disabled shadow casting corridor interior
Today
Add instancing setup calls to forward passes in Rust/Standard
Today
industrial electric furnace; - cleanup redundant materials, reassigned material to assets.
Today
merge from main 152363
Today
killing more shadow casters, disabled shadow casting on a dozen of pointlights
Today
Merge from unity_6.3.15
Today
Disabled automatic lightmap baking in all scenes (this can be overwritten in case of any conflicts in .unity files)
Today
Meta files
Today
Improved placement of industrial torch on weapon racks
Today
Merge from main
Today
apartment shadow casters and proxy optimizations
Today
added presets for cinematic textures
Today
Industrial Storage - removed duplicate gibs file
- Add a serverside convar to be able to toggle it on/off - Parameter-less constructor to Deque so it can be pooled - Codegen
Initial attempt at mountable rollback to fix 'projectile invalid' when attacking a player thats on a mini or zipline etc. We cheat by only storing player relative positions to avoid rolling back mountables physics positions Each client will allocate and store the last 16 ticks. 192 bytes for each mounted player, which is reused via the pool. Retain old behaviour if not mounted hit or if the last 16 ticks aren't available