156,823 Commits over 4,536 Days - 1.44cph!

15 Minutes Ago
Add a 'needs stirring' electrical output so people can make circuits letting them know the generator needs stirred
17 Minutes Ago
Optimize worst case pass of the multiple exterior detection so it doesn't balloon execution time
17 Minutes Ago
Apply the item position on the Loadout UI icon slots if applicable https://files.facepunch.com/raul/2026/September/22_22-19-FixedHellbender.png https://files.facepunch.com/raul/2026/September/22_22-20-PertinentWeevil.png
21 Minutes Ago
Fix the deployment being the wrong way around
33 Minutes Ago
Add blinking 'processing' and 'blocked' text on the info display
1 Hour Ago
Ok fine allow buildings to define multiple exteriors - even though theoretically there can only be a single exterior per base it gets funky in it's current implementation when not all building blocks are handled by base occlusion so you can have separate sections of a base that aren't connected with faces but are both outsides (example: connecting external TC with ramps)
1 Hour Ago
Exclude high walls from room occlusion (since they are always considered outside structures)
1 Hour Ago
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1 Hour Ago
Fix bases being able to define multiple outsides of the base - collapse to a single outside when interior rooms incorrectly are flagged as interior
2 Hours Ago
Bugfix: fix invalid takeover data for crystal ak Accidentally copied pack even though it hasn't one when manually resolving Tests: navigated to page, crystal ak displays as intended
2 Hours Ago
Added a per-stage benchmark measurement harness before moving onto experimental optimisations. To be used to measure future improvements and map changes. - ProcgenStats: time per-stage, number of prefabs placed, placement hash, counters (filter calls, radius scans, texel reads, anchor scans, monument attempts). - ProcgenBenchmark: editor tooling to generate maps for queued seeds and writes a CSV row per-stage. One map per play session, exiting play mode after each generation. - Powershell scripts to drive the editor benchmarks and compare CSV outputs by hash and stage time
2 Hours Ago
Bugfix: store.refresh now restarts the tab Fixes tab having only default-initialized tiles Tests: ran refresh while on general tab
2 Hours Ago
Post merge fixes
3 Hours Ago
merge from main fix conflict in ConversationData, bumped VehiclePadRepaired condition type
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
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3 Hours Ago
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3 Hours Ago
Update: HttpImage - permit multiple requests for same url Fixes clurred images for overlay pages where first button shares sprite with full screen image but has different settings Tests: navigated to coconut underwear page - loaded both
3 Hours Ago
merge from procgen_visualiser
4 Hours Ago
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4 Hours Ago
merge from main
4 Hours Ago
Merge from critter_animals
4 Hours Ago
Indicator + light notify LOD
4 Hours Ago
Rollback changes to addon whitelist * It caused issues on Linux builds with addons that use non English characters Add some panel related hacks to account for community made addons Enable override of suit/health charger entities & combine mines Add possible solution steps to "Failed to init Steamworks" crash Remove half-working spawnmenu-only check from citizen RPG check * In hindsight it wouldn't work with player squads anyway, so just enable all citizens with RPGs to attack gunships, don't try to lock it to spawnmenu-spawned citizens only. Add more entities to Lua override-able list * filter_activator_context, game_player_equip, trigger_push, ambient_generic Fix double notifications when hitting Sandbox vehicle limit Updated a whole bunch of built-in spawnicons * About 600 of them * Touches some PHX props, a few HL2 props, most of the TF2 props in the default spawnlist Update default spawnlists * Rearranges some stuff to better group similar items Update TF2 weapons spawnlist Slightly adjust L4D1 and Portal spawnlists Added more allowed entity overrides * item_battery, item_healthkit, item_suit, item_longjump * func_pushable, func_healthcharger, func_recharge * Half-Life: Source ammo entities * weaponbox, speaker Added Satchel entities to override whitelist + func_tankmortar
4 Hours Ago
Merge from animal_fence_sound_polish
4 Hours Ago
First pass on jellyfish swarms
4 Hours Ago
Animal fencing audio polish and added new ui sounds
4 Hours Ago
Tweaked power phase requirements Tweaked loot spawn types Fixed bad map topology in harbor_1
5 Hours Ago
added colour mask slot to crittermovement and environmentfishcritter shaders for crab
5 Hours Ago
Pipe/wire pass for random room i (small)
5 Hours Ago
Tech tree fixes
5 Hours Ago
edited grenade vm pullpin anim so the pin does not momentarily appear on screen after its pulled as it blends to throw ready idle
5 Hours Ago
Halloween Wallpapers - texture update
5 Hours Ago
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5 Hours Ago
updated skins list
5 Hours Ago
Minimum of 1 fuel for even worse foods (grubs)
5 Hours Ago
spooky halloween decor pack steam item
5 Hours Ago
- Description - Crafting costs - Tech tree
5 Hours Ago
Updated huntingtrophy prefab to allow different sheep colourings to display correctly.
5 Hours Ago
Update: HttpImage - pick a higher mip, seems to look better when downsampled Tests: navigated to pack overlay page
5 Hours Ago
- Have to restir after adding new food - Show a little pop animation in the loot panel ui to show its been reset - Make 'electircity required' show in red
6 Hours Ago
- Turn off lamp and indicator if theres no power connected to the biofuel generator - "stirring" -> "stirred"
6 Hours Ago
Mask sheep face when shaving (only disappear when fully shaved), have shaved areas more organic looking and wavy
6 Hours Ago
Reduce power consumption
6 Hours Ago
Add emissive indicator lights: - green flashing when done (fuel in and not food) - green when cooking normally - solid red when no food (to show its burning power) - red flashing when needing to be stirred
6 Hours Ago
Update: reimplement shop.unloadAssets convar Tests: set it to 0, navigated to shop and out, confirmed bundle was still loaded via listdynamic, set to 1, confirmed it was gone via listdynamic
Merge from airwolf_repairable_pad 🚁
Manifest
Today
exported edited frog anims