141,096 Commits over 4,352 Days - 1.35cph!

7 Minutes Ago
setting up crossbow bowless viewmodel prefab, rig and anims
8 Minutes Ago
Merge from mfm2
27 Minutes Ago
Merge from viewmodel_early_disable_fix
28 Minutes Ago
Fix issues with viewmodel and playermodel hold type override lingering around when holstering grenades normally New issue where setting the playermodel hold type override to persist no longer works correctly with 'client.prediction' off or when seen on other players, will look at next Updated PlayerAnimation.controller: - Added PersistHeldEntityHoldAnimationOverride state machine behaviours to 'attack' and 'throw' states
34 Minutes Ago
Updating skinning for nomad hazmat
40 Minutes Ago
attempt 2
54 Minutes Ago
Implement CHAR_DIRSTEREO Also fixed a potential issue with CAudioDeviceSDLAudio Iterate over duplicator positioning * Do not render preview in depth/skybox pass, do not adjust dupe spawn height which affects tall dupes Fixed GM:AdjustMouseSensitivity returning nil still affecting sensitivity * Invalid returns were acting as 0, but -1 was expected for "no action". Now non number returns are treated as -1 Remove more "test" console commands * drawcross, drawline, cast_ray, cast_hull, test_dispatcheffect Change buddha messages to be send to client console Remove hidden "killtarget" concommand Make base gamemode load spawnpoint list from the entity * So we have 1 dynamic list of spawnpoint entities we want Lua to register and use Added MC:V to mountable games list Fix main menu being a tiny square for split second on game start up Minor change Unchange some hardcoded defaults for global EmitSound * Hopefully this is as simple as this for issue 6769 Fix Hologram/Distort render FX affecting attachment & shadow pos * This fixes driving a hologram jeep causing player view to jitter around with the animation. Fix HL1 ammo not respawning at correct pos with mp_weaponrespawn Remove some unused fields from HL2MP gamerules Added Black Mesa as mountable game * Also adds placeholder entities for some NPCs, such as guards, scientists and the HECU Slightly improve error handling for saving JPG/PNG files Change navmesh.GetNavAreaCount data source * Fixes its return value not matching getAllNavAreas return count Fixed a crash with trigger_tonemap & some other issues * Also fixed `trigger_weapon_strip` preventing weapon pickup indefinitely if removed while player is inside the field Updated FGD files * func_useableladder origin KV is now defined (since its auto generated) Try to fix trigger_playermovement sticking when removed with a player in
1 Hour Ago
wip/test merge from main
1 Hour Ago
parts of /nature folder ok
1 Hour Ago
merge from main
1 Hour Ago
Updated FIrewood Holder Stack Prop to fix shading issue
1 Hour Ago
Merge from PlayerRigUpdate2
1 Hour Ago
Updated Small Kitchen Cabinet A Prop LODs to be more optimized
1 Hour Ago
Refactor and additional fix
3 Hours Ago
merge from droppeditem_improvements (compile fix)
3 Hours Ago
merge from droppeditem_improvements (compile fix)
3 Hours Ago
Don't open or process light radial menu if map is open
3 Hours Ago
compile fixes
3 Hours Ago
effects folder ok
3 Hours Ago
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3 Hours Ago
building folder ok
3 Hours Ago
props folder ok
4 Hours Ago
merge main -> rust_relay_server
4 Hours Ago
merged main -> rust_relay_server
4 Hours Ago
L shaped sofa collision
4 Hours Ago
merge from droppeditem_improvements
4 Hours Ago
merge main -> rust_relay_server
4 Hours Ago
Resolved relay startup issues, added relay.restart convar, tidied thread shutdown/restart
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
L shaped sofa and rugs textures and lods
4 Hours Ago
Merge from main
4 Hours Ago
wrapped DroppedItem RB-removal behaviour behind `droppeditem.remove_rb_on_sleep` convar (defaults off, very experimental) - only changes existing dropped items as they become inactive/active, doesn't go through and remove bodies from anything
4 Hours Ago
Merge from chainsaw_hotspot_gathering
4 Hours Ago
Fix null exception when throwing things at trees/ore nodes
4 Hours Ago
dropped item improvements with vehicles - item clipping check data stored in LS, behaves properly with boats now instead of falling through all the time - experimenting with destroying/adding RB components instead of setting kinematic
5 Hours Ago
Merge from main
6 Hours Ago
changed rotation sway amount to 1 in salvaged hammer viewmodel prefab
6 Hours Ago
structures folder ok
Today
Merge from light_toggle_icon_fix
Today
Fix light state not appearing on icon
Today
Teleport boat fix
Rin
Today
merge from armored_ladder_hatch
Today
Merge from terrain_renderer
Today
Codegen
Today
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Today
Make terrain ConVar developer only
Today
BasePlayer.Command now has overloads for 1-4 parameters, makes all calls from our code alloc free Left the params version for mod support
Today
Various spinner fixes
Today
Spinner fixes