140,172 Commits over 4,505 Days - 1.30cph!

22 Minutes Ago
CMake build system: full VPC replacement Root CMakeLists + presets (win32/win64/linux32/osx32), cmake/SourceEngine.cmake helper layer replacing the source_*_base.vpc chain, CPM dependency layer (cmake/deps/<Name>.cmake -> deps::* targets), CEF 86 + GameAnalytics + D3DX9 downloaded per platform, LuaJIT/Bootil/SQLite/FreeImage absorbed from premake/msvcbuild, ~130 targets converted from .vpc, bitmap ported from nvtc/ATI_Compress blobs to stb_dxt, Kinect feature removed, CI switched to cmake presets. Remove VPC, premake, thirdparty and prebuilt libraries Everything is now fetched, built, or downloaded by CMake: - src/vpc_scripts, src/external/vpc, all 384 .vpc/.vgc files - src/thirdparty (curl/kinect/libedit/sdl/CEF headers/Awesomium) - src/lib prebuilt blobs (cef, curl, speex, sdl2, steam_api, nvtc, GameAnalytics, ati_compress, awesomium, cryptopp...) - src/dx9sdk + src/dx10sdk (Windows SDK + Microsoft.DXSDK.D3DX NuGet now) - src/external/{cryptopp-5.6.5,sdl2}, premake5 + scripts, Dependants.sln, Themida, html_awesomium, GModHTML, old build_scripts, vpc2cmake.py
5 Hours Ago
Don't fail server boot if world.cfg is an empty string
6 Hours Ago
Lock option on sculpture radial menu now correctly references Sculpture, not signs, codegen
orbit_cam_hold -> main
Yesterday
merge from main
Yesterday
Large crashed train station progress
Yesterday
Merge from nexus_fixes
Yesterday
Updated Facepunch.Nexus, all player IDs are now ulong instead of strings
Yesterday
wip scrap king textures
Yesterday
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
2 Days Ago
apply prefab to scene, S2P Gas Station
2 Days Ago
fix gas station better loot spawns not respawning after server restart
2 Days Ago
Water Treatment Plant Maintainables Rework (from helk feedback) - each wheel turned fully adds 180 pressure, which is now equivalent to 3 hours of water flow - max pressure of the tank increased to 360, decay changed to 1/minute - water output per minute scales linearly with pressure in the tank, from 0 to a ConVar configurable amount (default 1020/minute at full pressure) - when pressure falls to 0, water flow stops and the water in the pipes begins to evaporate at a rate of 200/minute - (WIP) number roughly balance out to a fully pressurized water pipe being 2x as good as a freshwater pump, including IO push/autofilling numbers
2 Days Ago
Added pop cap sounds and hooked up, adjusted 3p throw events
2 Days Ago
wip scrap king building skin - initial setup, materials, textures, test blocks
2 Days Ago
Added cap world model (in case we decide to add it to the left hand)
2 Days Ago
Renamed the flare folder from 'FlareOld' to 'Flare' (groundbreaking stuff and will probably break the internet)
2 Days Ago
removed animator from .weapon prefab
2 Days Ago
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
2 Days Ago
latest glass ar admire anim exported
2 Days Ago
updated events so flare appears more realistically back in hand in 3p
2 Days Ago
puzzle setup, placed doors, started splitting up stations into rooms
2 Days Ago
Fixed glitch
2 Days Ago
fix ADS jitter with the shield on your back
2 Days Ago
Taper and fade the last few seconds of satellite trail right before impact so that the trail looks nicer/more natural while it hangs around post-impact.
2 Days Ago
snow machine, discoball, strobe light and drone now proper have world models LOD0 optimised to be cheaper than burlap sack
2 Days Ago
- added jellyfish test assets
2 Days Ago
Small room i lookdeving
2 Days Ago
Debug overlay
2 Days Ago
- added seagull asset for testing
2 Days Ago
Fixed a spelling mistake in the SpatialBiomeFogCamera's CommandBufferDesc name
2 Days Ago
Added names for all CommandBufferDesc instances
2 Days Ago
removed unused random rooms (broken links), added doors and puzzles to medium and small stations
2 Days Ago
Use a NativeArray for lightShadowData
2 Days Ago
- added frog store asset for testing.
2 Days Ago
Added a way to name command buffers that are handled via the CommandBufferManager instead of just having a random hash at the end, this should make it easier to debug issues with command buffers that cause warnings or errors
2 Days Ago
Add two PoolAnalyzerGetWrapper
2 Days Ago
Continuing lookdev/theme exploration in small random rooms w/ set dressing. Added spawner scripts to ones so far.
2 Days Ago
Fix swing seats marking attackers hostile
2 Days Ago
Made anim effect test a bit stricter, found 8 more cases that would warn ingame Slightly less trivial to fix, for example C4 reuses satchel animations but doesn't have a throw effect, but can't get rid of it since satchel charge needs it Fixed by adding new ignoreInheritedEffectEvents in AnimationEvents, any effects added there will be ignored All tests pass
2 Days Ago
Fix held entity sprint modifier NREs
2 Days Ago
Fixed the issue where the night vision goggles would appear black with shadow caching enabled
2 Days Ago
cherry picking from single shot world model
2 Days Ago
cherry picking from door key world model 2
2 Days Ago
cherry picking from door key world model
2 Days Ago
cherry picking from fog machine world model 2
2 Days Ago
cherry picking from fog machine world model
2 Days Ago
cherry picking from fishing tackle world models
2 Days Ago
cherry picking from small spike world models 2
2 Days Ago
cherry picking from small spike world models