141,956 Commits over 4,536 Days - 1.30cph!

17 Minutes Ago
first pass on squirrel interest mechanic
23 Minutes Ago
merge from main
24 Minutes Ago
fix train pooling errors, add them back to tests
24 Minutes Ago
merge from main
44 Minutes Ago
merge from storepage_crystalAR
49 Minutes Ago
Restored skin viewer cam fov
50 Minutes Ago
fix glass AR refraction blurring being screen resolution dependent
58 Minutes Ago
Disabled bullets in the mag when inspecting the viewmodel in the skinviewer cause they draw on top for whatever reason
1 Hour Ago
Added backdrop bg to the skin viewer so the crystal AR has something to reflect Restored viewmodel inspection
1 Hour Ago
merge from main to high_stakes_dlc
1 Hour Ago
Merge: from async_serveroccl_gen - Bugfix for exception about profiler being not available on server boot Tests: booted craggy
1 Hour Ago
Clean(editor): a bit more dead code removal Tests: used LoadMapTool to investigate server occlusion concerns
2 Hours Ago
test scene fluff
2 Hours Ago
support for burstcloth chains to be fixed at any arbitrary bone, allowing connections at either end
2 Hours Ago
arrows were supposed to gib when on the off-chance they break but they weren't being referenced properly making them just vanish but now they break. added gibbable to the arrow worldmodel
2 Hours Ago
Crystal AK - removed old material, adjusted worldmodel materials with better opacity and refraction levels, tweaked worldmodel lods to avoid opaque pieces/shadows culling too soon
3 Hours Ago
Show the crossbow + other bows arrowhead from the reload animation instead of the network update so it lands on the same frame as the arrow
3 Hours Ago
radwater_buff_2 -> main
3 Hours Ago
Buff sprinkler rads by another 1.5x
3 Hours Ago
russian roulette; - vm for chain parts that connect to guns - reference model to help with anim of chains over the table
4 Hours Ago
Analogue steering support WIP
4 Hours 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
4 Hours Ago
Bunch of driving improvements + refactor. Driving control set updates.
6 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
4 Hours Ago
Clean: remove profiler disabling on boot Was temp measure code that slipped in Tests: none, trivial change
4 Hours Ago
Merge: from main
4 Hours Ago
Merge: from mt_snapshot_saving - Bugfixes for saving corpse and skipped storage boxes in Jobs 4 mode Tests: spawned and interacted with them
4 Hours Ago
Added missing PostOpaqueDepth to skin viewer cameras
4 Hours 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
5 Hours Ago
Crystal AR page media
5 Hours Ago
Driving controls wip
5 Hours Ago
Arrow world model colider change
5 Hours 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
5 Hours Ago
merge from main
5 Hours Ago
merge from main
5 Hours Ago
champagne mortar icon tweak
5 Hours Ago
merge from main
5 Hours Ago
Revert Bootstrap, commited by accident in 162774
6 Hours Ago
Double radiation output of sprinklers with radwater
6 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
6 Hours Ago
WIP control sets. Added initial code support and specific controls sets for: Car / Boat / Heli / Sub / Horse / Train
6 Hours Ago
Fix manifest
Today
Second part missing from the initial commit
Today
statesync tests for events not firing if they're on frame 0
Today
merge from glass_ar - square steam images, pack icon, naming tweaks
Today
added square steam images to crystal ar pack, updated store icon, changed instances of "AR" to "Assault Rifle"
Today
merge from main
Today
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)
Today
Merge from effect_recycle_glass_fix