141,938 Commits over 4,536 Days - 1.30cph!

12 Minutes Ago
Buff sprinkler rads by another 1.5x
15 Minutes Ago
russian roulette; - vm for chain parts that connect to guns - reference model to help with anim of chains over the table
29 Minutes Ago
Analogue steering support WIP
35 Minutes Ago
world model fixes: - kick hazmat fixed missing back faces, now uses single lod texture set isntead of 4to 5 - fixed missing faces on the water pump world model - fixed divingsuit having offset texture on the world model
49 Minutes Ago
Bunch of driving improvements + refactor. Driving control set updates.
2 Hours Ago
Fixed combine soldier player model material being broken by git PR: Prevent Lua errors when running gmod_admin_cleanup twice Try keeping Win7/8 support for Hammer for that one guy * Probably shouldn't bother since it affects < 0.1% of Windows users, but it's also a tiny change Added sv_standable_normal Slightly unfix DPanelSelect:OnActivePanelChanged * So it is called even when the current panel is reselected, as some existing stuff (Player Model Editor) relies on it. Still only run associated convars if the selected panel actually changed Prevent Lua errors in Player Model editor due to weird existing mods * Apparently there are mods out there that provide boolean arguments to AddValidModel's new arguments Allow matproxies without a bind function Apply potential fix for procedural bone sizing Keep a reference to custom cubemap while spawnicons are rendered Try to make spawnicon editor size with screen Added render.BindLocalCubemap * Helps custom model rendering, such as icon editor and player model selector * It takes a string as input, so it can handle HDR and non HDR cubemaps for you Adjust icon editor colors to match actual values in spawnicon rendering Draw Icon Editor spawnicon over the background Added ability to overwrite spawnicon rendering lighting * RebuildSpawnIconEx accepts "lightbox" (6 vectors) and "lights" keys (same as render.SetLocalModelLights) * Simple preview - sky is the limit on actual light setups - https://files.facepunch.com/rubat/2026/August26-3166-AcidicArgentineruddyduck.mp4 Apply 10+ loop deep error to PrePlayerDraw Fix the typo in "unlosed" file find handles error Resolve a bunch of double curtime bugs * Pretty much only relates to NPCs Add a null check in CalcDamageForceVector Fixed potential crashes with ragdolls Fixed potential crash with game.MountGMA Fix TTT erroring due to it using base gamemode panels Pull Request: Fix spawnmenu search icons sometimes not having images
1 Hour Ago
Clean: remove profiler disabling on boot Was temp measure code that slipped in Tests: none, trivial change
1 Hour Ago
Merge: from main
1 Hour Ago
Merge: from mt_snapshot_saving - Bugfixes for saving corpse and skipped storage boxes in Jobs 4 mode Tests: spawned and interacted with them
1 Hour Ago
Added missing PostOpaqueDepth to skin viewer cameras
1 Hour Ago
Bugfix: avoid thread race modifying same list when saving DisplayBoxStorage - cache is now an array rather than a list Tests: setup a display box storage, showed items in it, could see contents inside change
1 Hour Ago
Crystal AR page media
1 Hour Ago
Driving controls wip
1 Hour Ago
Arrow world model colider change
1 Hour Ago
Bugfix: eagerly instantiate PaintballColorLookup to avoid it happening on Save, which is not mt safe Tests: spawned on craggy, switched on jobs 4 and shot with a paintball gun
1 Hour Ago
merge from main
1 Hour Ago
merge from main
2 Hours Ago
champagne mortar icon tweak
2 Hours Ago
merge from main
2 Hours Ago
Revert Bootstrap, commited by accident in 162774
2 Hours Ago
Double radiation output of sprinklers with radwater
3 Hours Ago
Fixed settings menu dropdown text not being marked as dynamic Updated the colors to match the rest of the screen while I'm there
3 Hours Ago
WIP control sets. Added initial code support and specific controls sets for: Car / Boat / Heli / Sub / Horse / Train
3 Hours Ago
Fix manifest
3 Hours Ago
Second part missing from the initial commit
3 Hours Ago
statesync tests for events not firing if they're on frame 0
3 Hours Ago
merge from glass_ar - square steam images, pack icon, naming tweaks
3 Hours Ago
added square steam images to crystal ar pack, updated store icon, changed instances of "AR" to "Assault Rifle"
3 Hours Ago
merge from main
4 Hours Ago
First step to port old animals to new AI system (no behaviour change, it just makes them easier to maintain, we'll do proper behaviour rework in the future)
4 Hours Ago
Merge from effect_recycle_glass_fix
4 Hours Ago
detachTime and recycleTime is no longer read only Don't set those times to 0 at build time if no particle system is present Temporary fix for this month, needs a nicer fix next month as those fields should be readonly
Rin
5 Hours Ago
merge from underwaterlabs_monument_blockers
5 Hours Ago
russian roulette; - gibs added - guide prefab - prefab updated - icon updated
5 Hours Ago
merge from medical_honey_bandage
5 Hours Ago
Added missing teas to the cooking workbench cooking visuals All teas spawns the kettle now
5 Hours Ago
Adjusted the world model LODS to match the regular bandage
5 Hours Ago
fix for missing colliders on the frame of the attack heli, allowing unnecessary damage
5 Hours Ago
Moved the NPC spawner slightly away from the monument blocker in one of the modules
6 Hours Ago
Added monument blockers to underwater labs red key card doors
6 Hours Ago
fixed missing back faces of hide poncho world model and optimised lods so last lod is sub 100 triangles
Today
fix to recycle and efficiency worldmodel upgrades for missing faces
Today
rebuilt skins list with crystal ARs
main -> radwater_buff_2
Today
merge from main
Today
Updating skinning for bull/calf
Today
merge from advanced_wooden_crate_gib_fix
Today
fixed loot crate gibs spawning with way too small colliders - although its a temporary fix until other issues can be ironed out.
Today
Merge: from main