128,022 Commits over 4,201 Days - 1.27cph!

Yesterday
Spawning new player_model prefab with baker component for NPC's
Yesterday
floating city 2 HLOD rebake, s2p
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
merge from baseplayer_vis_nre
Yesterday
Spawn improvements.
Yesterday
Experimenting with a skinned mesh baker to swap out static NPC's with static meshes at a distance Setup baker component, currently spits out a series of static meshes for the given lod level Very WIP
Yesterday
Try again because I didn't realize we check both worldBounds (hardcoded physx area) and TerrainMeta.Margin (TerrainSize * 3) inside ValidBounds, so need to account for both of those
Yesterday
Fixed all kinds of problems with the mesh variant of the tropical terrain material.
Yesterday
Fixed free hand sprays sometimes blocking hammer interaction when sprayed on a building block, this could always happen but it's worse now that the spray position is more accurate
Yesterday
Merge from spray_fixes_oct_2025
Yesterday
Merge from server_wipe_time_of_day
Yesterday
Merge from player_model_perf_improvements
Yesterday
Add debug.disable_distant_sleepers convar to toggle/compare new animator disabling logic, defaults to on Will take 10s for animators to fully disable when convar is turned on
Yesterday
Modify distance portal spawns so it always spawns far enough inside that the world repel force won't affect it
Yesterday
Reset default server starting time to 9, was set to 12 when testing fog volumes back in August Override craggy island to start at 10 for better visuals while playing in editor
Yesterday
Merge from coop_prod_fix
Yesterday
Merge from spray_fixes_oct_2025
Yesterday
Merge from cinematic_play_fallback
Yesterday
merge from canvas_debug_command
Yesterday
Fixed debug.printanimators double names in the inactive row
Yesterday
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
Yesterday
Expose world boundary repel force as convars instead of hardcoded - world_boundary_force_start_distance - world_boundary_force_offset
Yesterday
Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
Yesterday
Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
Yesterday
Fix NONE compile error in Shield.cs
Yesterday
merge from dynamic_occlusion_pausing -> main
Yesterday
Fix compile errors
Yesterday
Set dynamic_occlusion_pausing to enabled instead of disabled
Yesterday
merge from industrial_pipe_batching -> main
Yesterday
Add `print_memory_batching_detailed` command to print out memory usage of individual batches - can supply filter to filter based on material name
Yesterday
merge from industrial_pipe_batching -> main
Yesterday
Make `batch_industrial_pipes` a non-admin convar
Yesterday
Add `print_memory_industrial` and `print_memory_batching` commands to show how much memory is being used by batching and industrial pipe meshes respectfully - batching will include both inactive renderers and active renderers since mesh memory is still used while the renderer is turned off
Yesterday
Slightly optimise command reordering
Yesterday
Jobified instance reordering
Yesterday
Minor improvements to Lua's render lib * Prevent potential issues/minor memory leaks due to Lua errors in some functions (render.DrawQuadEasy, render.DrawScreenQuad, render.PushCustomClipPlan) * Change render.DrawQuadEasy to use better optional argument handling (potentially breaking if mods do silly things) Minor cleanups Added render.GetFogMaxDensity Added a self-check to CBaseHandle::Init Fixed 2 minor compile warnings Defer OnRequestFullUpdate if not in main thread GHA/Steamworks prepwork for network_test branch Fixed potential nullptr server crashes in networking Minor cleanup/compile warning fix Fixed a potential issue with bad BSP embedded files asset:// supports .svg Reject non texture customization files Win32 unicode file search support (disabled) file.Open will block any of those characters anyway, so this was a waste of time, but just throwing this in, in case its useful in the future
Yesterday
merge from optimize_sprinklers -> main
Yesterday
Fix compile error
Yesterday
Add `skinned_placeholder` convar to control if sprinklers will use static placeholders or not - default enabled - refresh_renderers will update placeholders if convar is changed
Yesterday
Fix compile errors
Yesterday
Update: convert error logs to error-once logs The current changes mitigate the problem, which will allow peeps to play longer while we chase up what's going wrong. Tests: none, trivial change
Yesterday
Update: adding more logging in an attempt to catch baseplayer NREs Tests: 2p local session with spectating, disconnects
Yesterday
Merge from boat_building
Yesterday
Cannons can only be mounted on finished boats. Call base mount showif checks. Refactor BallistaGun Menu_Mount_ShowIf so cannon can call base checks without the ballista specific checks.
Yesterday
RPG7 - Added baked viewmodel
Yesterday
Set dressing polish and some boosted bounce lighting in floating city 3
Yesterday
Added boat building station deployment guide prefab with latest artwork
Yesterday
Merge from boat_building