140,226 Commits over 4,505 Days - 1.30cph!
fixed spas12 3p deploy sound
added a dedicated spas 12 deploy sound definition and replaced the sawed-off deploy and pump sounds to match first person
Composter UI refresh, actually see 'decomposition time', like the cooking and smelting UI showing you the progress.
fixed mini-crossbow not playing SFX not playing after firing in ADS when it rotates
updated .meta to reference the proper sound.
Allow viewing maps for each zone/server in the nexus too if it is set
fixed krieg chainsword not placing on single weapon racks
placement needs refining
Updated nuclear missile silo pipes steel material to use the proper textures.
no longer super shiny pipes
Update: added standalone win TLS slot to allow
- also wrapped into OS & config dependent compile guards
Tests: built all flavors of standalone and checked that code succesfully executes in other project
Fix laser beam jobs pointing at the origin
add unsafe scripting access scope
Undo GMod changes to metrocop_sheet.vmt
* Removes bumpmap from the NPC version, restores specular. (these 2 effects are not directly compatible) Player model unchanged.
Fixed glowing foreheads on combine soldier player model
Improve reliability of Voice Chat HUD
* Adds util.IsPlayerSpeaking (internal really)
* PlayerStartVoice & PlayerEndVoice now get called consistently even if the player entity does not exist. They also both get consistent PlayerIndex argument, which is now used in base gamemode to index voice panels
merge command palette back to main
notes, lives, basic input
Implement connecting to nexus servers from the connect modal
Automatically select the starter zone if there is only one choice
Hide connect button until a starting zone is selected (if needed)
Client-side nexus tag for easily identifying which servers are nexus clusters
Fix zone list not hiding fully on the connect modal
Fix wrong transform used for zone list causing header to be destroyed
Add in the zone list and nexus map on the server connect screen
Fixed "Spawn with toolgun" not respecting tool trace for props
* Also fixed it not remembering prop skin and bodygroups
r_visualizetraces 2 now visualizes hull trace sizes
Try using a hull trace for "Can we reach ladder" check
* This is meant to address the ability to attach to a HL2 ladder through certain walls with tiny gaps
Minor cleanups
Do a LoS trace when searching for ladder dismounts
* Also clear all previous dismounts when searching for ladder dismounts, in case the ladder moved or something
Fixed Lua error in main menu when unsubbing before menu init
Apply crazy physics entity removal to movetype FLY(GRAVITY) entities
* This fixes crossbow and SMG1 projectiles spamming warnings infinitely when they somehow fall outside of the map
Improve "TWOPASS" brush rendering in shadow passes
VBSP: Fixed WVT patched materials not being added to patch list
* Fixes detail props not appearing on WorldVertexTransition materials when they are applied to brushes and not displacements
Fixed Hammer crash when rendering certain materials
* Such as models/wireframe for detail prop material
Fixed some Hammer toolbar buttos not having descriptions
Fixed Detail Objects not rendering on brushes in Hammer
Fixed more potential crashes
Fixed a crash with a specific addon + cleanups
More potential crash fixes
Even more potential crash fixes + minor cleanups
Minor commands.lua cleanups
Fixed bone manipulated entity render bounds when never rendering first
* Fallback to old behavior of using model bounds when the bone manipulated bounds are not calculated yet.
PR: Fixed inconsistencies in localization source strings
Clamp bot player count to total player count
Reduce AR2 default clip to match its clipsize
* This is consistent with SMG1 and HL2 behavior
Fixed a minor memory leak with CEF implementation
Merge Pull Requests
* Remove unused NW vars in gmod_thruster code + switch them to datatables
* Update spawnmenu search to support multiple search terms
fixed fences in monuments becoming invisible on low object quality settings.
most chainlink fences needed this fixing.
scene2prefab
removed duplicate ligths from military tunnels
scene 2 prefab
initial code testing, level data
hackweek: search command palette for the toolbar dropdowns (tools/windows/etc)
Circuit rebuild pass optims, we have a collection of dirty circuits instead of looping all circuits to check a bool, much better at scale
syncvar_stale_inheritance_fix -> main
Evaluation pass optims, use buffers instead of pooling collections every tick
Progress on showing nexuses on the new menu, this time without the separate tab
Fixed nexus player authentication that's been broken since moving the backend endpoint
Swap around 20 classes over from RPC + Proto to SyncVars
- Codegen
Narrow down PhysObj:SetMass input checks to prevent crashes
Hopefully fixed clientside CGrabController crash
Turn sound system error console messages into warnings
Use 64bit sample counters for audio system
* This is a change from CS:GO to not need to reset the system to work around the 32bit int limits
Add fallback for tree_deciduous_cards_01_darker
Minor adjustment to CBaseCombatCharacter::Weapon_Switch
* Call OnChangeActiveWeapon
Fixed freezes and crashes due to losing audio device (Windows)
Minor tweaks
* Some sanity checks in datacache
* Make dsp_reload a cheat
* Log snd_restart to console
Speculative crash fix: Clamp instance index in terrain hole shader
[hackweek] add possession mode to demoui2
added sfx to large medkit consumable using eat_soft so there's at least something there until we get more specific sfx
exported the kitbashed mesh and made it an actual object with its own lods now.
Updated prefab with the new geometry.
updated powerline cables LOD texture to accomodate new draping cables shape/form
Fix stale syncvar inheritance roots being kept around after each weave
Remove DETAIL combos, use a single combo, and do it all with runtime branching
NUM_LIGHTS is also passed as a constant, remove FLOW_DEBUG and CUBEMAP_LEGACY, unused light slots are zeroed by CommitPixelShaderLighting
industrial torch attack was using the wrong sound definition template.
was using defualt - cuasing the SFX to be heard from afar.
Switched to the same template that the base torch uses.
desalination tank collider update. Fromt 28 box/capsule colliders and a mesh collider to just 1 mesh collider
Make all combos for LIGHTING_PREVIEW in shaders be 0..0, never used and doubles compile time
ShaderAPIWebGPU with Dawn backend
ShaderCompiler + Slang
Build LuaJIT 2.1 from CPM for all platforms
Replace the in-tree LuaJIT 2.0.4 and LuaJIT2.1 trees with a single CPM
fetch of upstream 2.1.0-beta3 plus Facepunch/GMod patches. Windows uses
msvcbuild; Linux/macOS use make with toolchain CC flags (-m32 / -arch),
per-binary-dir build trees, and deps::luajit / deps::luajit_headers.
Remove Valve DCC and Xbox 360 dead trees (FuckOff Tier 2)
Drop Maya/XSI/Modo/Python SDK headers, sdktools plugins, utils/xbox,
per-project x360 .def dirs, unused tier0 Xbox sources, and the unbuilt
haptics DLL. Keep common/xbox PC stubs and public haptics headers that
the engine still includes.
Change ServerInfo from a struct to class, it had no business being a struct at over 156 bytes large
network_profiler_improvements_3 -> main
Rework packet capture to work via NetWrite rather than at all the packet send points
Fixed a few cases of FileFindHandle_t leaks
Minor cleanups
Fixed BADDONCONTENT filepaths not being removed on refresh
Dropship can die now (Sandbox only)
* Updated its model to have correct surface properties type (metal), and be heavier so it falls more naturally
Fixed HLMV not working as "Open file with" in Windows
* Was complaining about not being able to find gameinfo.txt
Citizen tweaks
* Make citizens hate gunships (attack chopper + dropship included) if they have an RPG in hands. This allows them to actually shoot those and not just be neutral to those.
* Make citizens use "canon" max ammo for giving player ammo check. Stops them from giving ammo forever until player reaches 9999 (by default)
Fixed water on d2_coast_10
* 20th anniversary update changed the material that is stored in Source Engine licensee VPKs
Add rpcrt4 library dependency for Windows builds
Remove dead Source SDK leftovers (legion, avi, unitlib, etc.)
Drop unused trees that were never in the CMake product path: Legion,
networksystem (used by legion), QuickTime/AVI, shell/autorun, Perforce SDK sources,
sdklauncher, Workshopper, chromehtml (not used anymore), unittests/unitlib, and related
headers. Strip g_pNetworkSystem from tier2 now that networksystem is gone.
Win32+win64 Build.bat succeeds after the purge.
Remove unicode, seems useless but I can be wrong
Remove processor_detect, just send defaults, even the oldest, slowest Nokia you find would have these or equivalent of these in NEON, this isnt 2004 anymore
Remove ToGL
64-bit version needs unicode project ( could just be on engine or removed???? )