160,018 Commits over 4,566 Days - 1.46cph!

16 Minutes Ago
Reword and invert the inventory/crafting dpad convar and UI description so it's not confusing as fuck
26 Minutes Ago
Make surface.DrawPoly throw an error when giving invalid data * Specifically when giving it less than 3 verts Stop ropes being invisible in specific mcore circumstance * `r_queued_ropes 0; mat_queue_mode 2; gmod_mcore_test 1` is the exact scenario Restore functionality of sk_auto_reload_time * Requires gmod_suit set to 1. Value of 0 or below disables the feature. Enable ALT+F4 closing the game Make Get/SetNetworkAngles exist serverside for consistency * Also made these functions check for reasonable values Apply that getmetatable() LuaJIT fix someone wanted Handle context menu errors when "originator" panel is removed Fixed engine.LightStyle only updating static props once (Community Cont) Remove some map compile tool parameters * `-novconfig` - was non functional basically * `-vproject` - same as `-game`, irrelevant for GMod * `-x360`, `-nox360` - never existed * `-xbox` - Same as `-nodrawtriggers` + one other pointless option * Moved `-tmpout` from VVIS (doesn't exist) to VBSP (exists) * VBSP's `-virtualdispphysics` - never worked/doesn't exist * Document some undocumented VBSP params (Already documented on VDC, so nothing new) Added -noTJuncsDetail to VBSP from TF2 Apply T-Junction limit softcap (Community Contribution) * Apparently is now in TF2, prevents the compiler from just stopping Bump MAX_MAP_TEXINFO to the new TF2 limit (16k>32k) * The other changes are already in GMod Other map compile tool related changes * Remove redundant VRAD code + fix VRAD potentially adding new planes to the map * Increase limit of detail sprites added by VBSP to its new TF2 limit (2mil=>2bil) Make r_DrawBeams 2 affect sprite trails (to draw wireframe) Block envmap and lightprobe commands from Lua Replace usages of string.Explode with string.Split Properly fix env_microphone missing closed captions Make dedicated server workshop cleanup do it in correct folder * Was cleaning cache/workshop/ while saving files to cache/srcds/ * This separation helps ME PERSONALLY when running dedicated servers from the client install Fixed some dupes/saves/demos not loading * Specifically when they only have a single tag - Dupe, Save OR Demo Added more decompression self checks * Removed FastLZ fallback decompression attempt from util.Decompress - I don't think anything out there can actually hit it. Oldest dupes/saves on the workshop already use LZMA. util.Compress used LZMA since 2014 Material reading fixes Fix engine.CloseServer falsely claiming the server is shutting down Update file.Read blocklist * So it doesn't affect file and folder names in DATA path Added 9 new combine related props from licensee repo * Adjusted combine_booth_tall01b.vmt to be less extremely glossy * Preview: https://files.facepunch.com/rubat/2026/October08-3304-MeanIrishsetter.jpg Fixed missing material on that one CS:S prop and EP1 prop Make "failed to dlopen" skips case insensitive Update combine_booth_tall01b.vmt * Include $normalmapalphaenvmapmask but still commented out, just so uncommenting it makes it work better should anyone choose to do so at some point Fixed IN_MOVERIGHT/LEFT not activating from controller Fixed false positive for "SeekPut overflow" message Fixed Player:KeyDown in SP clientside not detecting controller move Fixed SetNWVarProxy callback's old value being the new value Make Entity:SetPos run trigger touch events Probably fixed Linux not building Fixed "is3DSkybox" variable not resetting when returning from hooks Fixed some missing textures on Half-Life 2: Episode 2 props Try to workaround Portal using same texture names as Ep2 Remove some unused libs from menu state Use a different delimiter for "last map" saves * One that can't naturally occur in filenames Change network transfer folder blacklist into a whitelist * Seems more logical to be this way * Also removed .ain from extension whitelist, since it's a useless for the client format that is no longer automatically sent anyway Try resolving a crash with recent change to Entity:SetPos Merged Pull Requests * Remove usage of a unnecessary Think hook in DOF post processing effect * Updated a comment in SurfaceProperties.txt Includes higher quality Eli Vance face texture from S1 repo Fixed typo in cam.End2D underflow error message
30 Minutes Ago
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30 Minutes Ago
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53 Minutes Ago
Merge from render_pipeline_testing
55 Minutes Ago
Added support for the scene view wireframe overlays in RRP
1 Hour Ago
scrap king - block updates
1 Hour Ago
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2 Hours Ago
Missed a file with 168870
2 Hours Ago
merge from dynamiclod_parenting_fix
3 Hours Ago
Fixed light occludees and LODs not being marked as dynamic when their entity is parented. Setting an entity dynamic only reached active children, so inactive renderers stayed static Fixes lamps on player boats disappearing after moving away from where they were switched on
3 Hours Ago
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3 Hours Ago
Submitting WIP work on random room small A to switch branches
3 Hours Ago
Fixed the lighting on the confetti particles
3 Hours Ago
wip
3 Hours Ago
merge from automated_testing
3 Hours Ago
Removed TestMethodAsync, we use TestMethod for all test methods now
4 Hours Ago
Building block tests checking the roof overhangs only block deployables
4 Hours Ago
scrap king - ramps gibs updated
4 Hours Ago
merge from main
4 Hours Ago
Fixed lights switched on beyond their culling distance flashing at full brightness before turning off
4 Hours Ago
merge from ambientlight_lod_fix
4 Hours Ago
re-order and split checks in Trans_HasThreatTarget so that female livestock don't run any targeting checks, large part of idle fsm cost
4 Hours Ago
Merge: from lifestoryworkqueue_nre_fix - Bugfix for ObjectWorkQueue processing destroyed UnityEngine.Objects Tests: ran unit tests
4 Hours Ago
merge from skinviewer_cartbutton_fix
4 Hours Ago
Fixed skin viewer showing a cart button when open from the steam inventory
4 Hours Ago
New(tests): add a bunch of sanity unit tests for ObjectWorkQueue Tests: ran unit tests
5 Hours Ago
Smoother transition between viewmodel and predicted grenade when dropping
5 Hours Ago
Bugfix: ensure right operator== is invoked when checking work items Tests: booted craggy
5 Hours Ago
Merge from main
5 Hours Ago
- Ensure the client can accurately figure out the network lod of an entity rather than guessing - Make startId/gridSize/baseCellSize constants iin the grid rather than being in the prefab
5 Hours Ago
code clean up
5 Hours Ago
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5 Hours Ago
scrap king block updates
Today
Merge from main.
Today
Merge from render_pipeline_testing
Today
Merge from main
Today
Fix material remap on viewmodel arms
Today
Merge from main
Today
Fix non admin players being killed in halloween dungeons
Today
Merge from livestock_animals
Today
Update croc pie to use new animal repellent modifier Create recipes, rich version, UI bits
Today
Merge from main
Today
Disable pass culling in WaterRendererFogPass, needs to set the _UnderwaterFogEnabled constant
Today
Merge from main
Today
Merge from duck_jump_collision_check
Today
Subtract 168514, go back to a single raycast
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Rin
Today
merge from hoster_override_bone_retarget
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