140,256 Commits over 4,505 Days - 1.30cph!

1 Hour Ago
Add nexus.hideFullIslands to automatically disable transferring to islands the server knows is full
1 Hour Ago
Automatically skip queue for players who just transferrred to the server Transfer protection only lasts a few minutes which would be eaten up by a queue, causing flying helicopters to crash and other vehicles to become lootable
1 Hour Ago
batch lasers, get rid of late update in lasers mostly doing nothing.
3 Hours Ago
diver torch shared the default torches 3p torch sound events for ignite and extinguish, even though the sounds definitions exist they're never used in for the diver torch in 3p. now it uses the proper sfx. added two sound fields to torchweapon script to allow the usage of the sound definitions.
3 Hours Ago
Add a safeguard for KeyValues::ReadAsBinary from CS:GO
5 Hours Ago
Remove the Services window in the menu bar Add an option in the editor prefs to re-enable it if we need it
5 Hours Ago
Include basic nexus info in analytics
6 Hours Ago
Compile fix
6 Hours Ago
Converted igniter and tesla coil, fixed some flag stuff
6 Hours Ago
Audit system can now detect effects being run on the prefab - shown on the auditor
Today
fixed industrial torch 3p sfx not playing now it does
Today
fixed the launch site silos having innacurate collsion mesh. now much more accurate to the shape of the silo
Today
Sleep state fix
Today
Merge pipes into a single mesh based on distance and matching material
Today
merge from main
Today
fixed torch ignite and extinguish sounds in third person
Today
Update: add SwitchToMultithreading helper - added ConVar.Unsafe.UseMultithreadedScripting to disable experimental multithreading Tests: compiles
Today
Battery tick optims: merge the drain and charge into one loop
Today
firecracker now uses the proper world model instead of the flare model updated .item to properly reference the new .worldmodel prefab.
Today
NRE fix with plant fibers, icon change
Today
Unsaved, spawn grid command
browser_country_distance_fix -> main
Change the server browser geographic centre of Russia to the capital
network_range_finder -> main
Tool to audit entity network range based on LOD settings - we can net cull it in we cant see it
Today
final UI tweaks, new field for adding a composter-specific icon rather than reusing the cooking icon when a furnace is on
Today
fixed further issues with the low object quality. back rooms that had the same ceiling issue + the sides of the ceiling showing through the mesh. now fixed.
Today
Switch the PipeMesh mesh upload process to use SetSubMesh instead of SetTriangles which allocates a bunch Calculate normals for industrial pipes in the job, not on main thread Seems to be about 15% faster on main thread and removes some allocations Also enabled burst compiling on the job itself, seems to be 10-20x faster but that doesn't help us on the main thread (can't hurt) Added 3 new tests for industrial pipe generation, ensuring the vert count and normals are generated correctly as well as a general performance test
Today
fixed see-through ceiling for the supermarket on low object settings. LOD1 was missing parts of the mesh
Today
Fixed UI positions and added a fourth output slot
Today
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
Today
Composter UI refresh, actually see 'decomposition time', like the cooking and smelting UI showing you the progress.
Today
fixed mini-crossbow not playing SFX not playing after firing in ADS when it rotates updated .meta to reference the proper sound.
Today
Allow viewing maps for each zone/server in the nexus too if it is set
Today
fixed krieg chainsword not placing on single weapon racks placement needs refining
Yesterday
Updated nuclear missile silo pipes steel material to use the proper textures. no longer super shiny pipes
Yesterday
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
Yesterday
Fix laser beam jobs pointing at the origin
Yesterday
add unsafe scripting access scope
Yesterday
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
Yesterday
merge command palette back to main
Yesterday
notes, lives, basic input
Yesterday
push up editor
Yesterday
lower lanes, add notes
Yesterday
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
Yesterday
Fix wrong transform used for zone list causing header to be destroyed
Yesterday
Add in the zone list and nexus map on the server connect screen
Yesterday
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
Yesterday
fixed fences in monuments becoming invisible on low object quality settings. most chainlink fences needed this fixing. scene2prefab
Yesterday
Drain pass optims