137,180 Commits over 4,324 Days - 1.32cph!

Today
Updated UpdateLookingAt to ignore IO entities that arent matching the wiretool type you're holding Way easier to wire chips when holding the ethernet tool, and chips cannot block electricity wiring
Today
Update: PoolAnalyzer - escape a bit more - don't analyze statements before Pool.Get call - escape analysis when pooled object is returned out of method - debug binary built from b8b556ae Tests: unit tests + started unity. still a bunch of false-positives, but found first legit bug
Today
Art pass for the data cable wire tool including: - World model - Viewmodel - Lods - Material & Textures
Today
manifest again
Today
Fixed FixCaret TMP_InputField NRE
Today
Computer has multiple 'power out' slots that you can power using the graph
Today
fixed duplicate keys on minigolf ramps, fixed minigolf ramp 05 - added prop render script, rendered icon, removed deploy prefab and linked up mesh, cleaned up item prefab, hooked up correct icon, added new descriptions
- Stop golf cart wheels being pulled down by shock height - Re-centre golf cart wheels, reorigin and reorient shocks, wheels etc - Expose shock values in inspector
Today
New: PoolAnalyzer - validates code around Pool usage - debug assembly built from e7281f13 Tests: detected errors, but those are false-positives (return of pooled object instance)
Today
Added mini golf course sections as deployables.
Today
Fixed the config input fields fuckery
Today
Golfcart cursed experiment
Today
Cleaned up the mess in the UI folder
Today
Node registry cleanup Added the basics: Add, Subtract, Multiply, Divide, Or, Less Than, Equal, Clamp
Today
Merge: from save_leak_fix - Bugfix for items leaking during save - items would be incorrectly marked as persistent when owned by transient entities Tests: 5 save-load cycles on 2.5k procgen in editor. still leaked ~10 entities per save, but couldn't find them
Today
Merge: from main
Today
Random material changed for no reasons
Today
Dragging an input on a wired output replace the connection
Changed golf hole files
Today
Can drag and drop from a port to another to connect them
Today
minigolf ramp 05 (curved)
Today
server update version to 021f737/2022.3.41x1 - any rigidbody with >128 colliders becomes a physx aggregate rather than an actor
Today
apartment complex greybox - some demolition on one side of the building
Today
server unity version to a1f6e5b/2022.3.41x1 - enabling proper multithreading for PhysX trigger contact processing
Rin
Today
Tightened up horizontal and vertical embrasure colliders
Today
- Culling toggle in editor - Fix issues with cell offsets - Fix grid offsets with negatives - Change dispatch thread size
Today
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Today
Simplify kapok branch A from 4 colliders into a single mesh convex collider Will save 6-9 colliders per vine swinging tree in jungle biome
Today
Capturable flag item/entity that you can pick up, move, drop Location is shown on the map
- Wire up new golf hole - Setup animator - Reset mechanics
Today
Stripping out more useless stuff, adding in more needed stuff Shut down the tutorial server if the player disconnects for more than 5 seconds or finishes the tutorial
Today
Added some new string and logistic network nodes Added zoom in the graph editor
Merge from 3p planner animation update
Animation fixes and code improvements
- Setup new golf idle pose - Bring back the arms when swinging - Club refinements + polish
Today
Added a config panel for the dot matrix screen Fixed some recursion bugs when evaluating the graph Cleanup
Today
added golf hole bucket thing
Golf Hole logic: - hole players can putt into - confetti on gettng the ball in
Today
Craggy with hackweek junk on it
Today
Manifest stuff
Today
Codegen
Today
Make trailer into it's own entity prefab, apply enough stuff that is now functions as a trailer that can be towed (similar to siege machines)
Today
Make Trailer it's own entity class that inherits from BaseSiegeMachine
Today
Add box collider to the shipping container ceiling for hackweek (instead of convex collider)
Yesterday
Fix leaks with CProceduralTexturePanel * This fixes color picker preview in particle editor breaking after a few uses Move CUtlVector::GrowVector error to memory grow functions Fixed single character folders not working for textures on Linux * This should fix missing textures on surf_quickie.bsp on Linux. Possibly other maps as well. Minor cleanups Fixed Global.EmitSound not firing EntityEmitSound
Yesterday
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Yesterday
updated the anim clips of the door closer
Yesterday
Added dot matrix screen item, can display any string sent by a computer Planning to add a config panel to set the text and colors manually too
Yesterday
Implement STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE Fix potential crash issues with dropship Prevent `trace` concommand erroring with dropships Implement $pointsamplemagfilter Lets try static client scratch buffer Added support for V12 static prop lump (MC:V) Remove r_maxdlights convar * it's already at its max value Implement empty idle for pistol Scale lightmap pages to current map's needs Try to fix Linux compile error Apply lightmap with lightstyles fix from CS:GO * Seems to help a little on MC:V maps Minor cleanups Make game.GetMapVersion also return the BSP version Apply a tiny fix for dynamic lights (Light tool) for bumped lightmaps * This is the difference: https://files.facepunch.com/rubat/2026/February06-2318-JoyousQueenslandgrouper.mp4 Minor changes from CS:GO to do with float bumped lightmaps Apply same limitations of render.CapturePixels to render.Capture * Allow render.Capture on rendertargets
Yesterday
Various tundra/arctic biome edits and experiments.