146,578 Commits over 4,444 Days - 1.37cph!

11 Minutes 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"
51 Minutes 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)
1 Hour 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
1 Hour Ago
Fixes masking issues with premium tags in the server browser (UIEffect didnt support SoftMask)
1 Hour Ago
Colored player name and date on ban notifications
1 Hour Ago
Fix spawngrid only accepting integer spacing
2 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
2 Hours Ago
Reworked the reload after anims changes
3 Hours Ago
Remove MenuOption thing I was testing
3 Hours Ago
Enable position on mailbox slide entity
3 Hours Ago
Text expands if the icon link is disabled Clearing anim polish
3 Hours Ago
Modify EntityItem_RotateWhenOn to also support moving position
3 Hours Ago
Swap one of the prop mailboxes for a entity mailbox in apartment_complex_core.prefab
3 Hours Ago
3 Hours Ago
Make entity version of apartment mailbox + relevant code
3 Hours Ago
Rotated dart animations to be facing the correct direction
4 Hours Ago
compiler fixes
4 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
4 Hours Ago
Midlength test setup
4 Hours Ago
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4 Hours Ago
Notifications can hold more text, they auto scale to fit
5 Hours Ago
Fixed light collider oddities.
5 Hours Ago
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5 Hours Ago
Rebuild manifest Remove duplicate part visibility rule on m16a2 entity
5 Hours Ago
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5 Hours Ago
Make the RRP toggle a saved ConVar
5 Hours Ago
Merge from main
5 Hours Ago
Notifications: - Fixed scroll not working - Fixed clear all button text wrapping issue Prefabed everything, cleanup
5 Hours Ago
Fixes
5 Hours Ago
Configured custom tone mapping setting for all main camera post process volumes
6 Hours Ago
Updated FBX with new poncho fur fix. updated prefab with new fbx.
6 Hours Ago
Added new Custom mode for tone mapping in RRP
6 Hours Ago
replaced huge NativeList triangle alloc for a NativeStream on TempJob, 10x less memory usage with no performance loss
6 Hours Ago
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
Today
Add blue noise dithering (but don't use it yet)
Today
Convar'd and refactored a bunch of stuff for easier tweaking and testing.
Today
temp fix
Today
Fixed strobe light medium speed flag clashing with the IO short circuit flag