144,691 Commits over 4,413 Days - 1.37cph!

5 Minutes Ago
Added Unity Button and InputField interactable CUI properties
17 Minutes Ago
Created a new clip and just hardcoded the r_prop values, fixes the hold pose
25 Minutes Ago
Updated clip and mask on LR Still not working properly, R-Prop values look incorrect in the sprint animation
25 Minutes Ago
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26 Minutes Ago
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Rin
59 Minutes Ago
prefab setup
1 Hour Ago
Check mute in startup in GameSetup too so it works in editor
1 Hour Ago
Show microphone icon when muted and trying to talk but show a X through it - makes it clearer when you are muted (both server mutes & api mutes)
1 Hour Ago
Coconuts can now spawn on trees in the deepsea! S2P all tropical islands. Similar to apples trees, when hit, theres a small chance the coconuts will drop from the tree: https://files.facepunch.com/LukeD/2026/05/Unity_YS5h6Jzz5d.mp4
1 Hour Ago
Move check for API mute above the IsAdmin check so I can test in editor
2 Hours Ago
Added new code signing tool, and adjusted workflow files to have necessary environment variables during pipeline runtime for authorizing with the new system
3 Hours Ago
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3 Hours Ago
Probably fixed OSX build error
3 Hours Ago
Added Insurgency map category Groundwork for BSPZIP compression support Added support for -embed to VBSP Make LZMA methods static Update LZMA SDK, Enable BSPZIP compression Minor cleanup GM:PostPlayerDraw throws non halting error when too deep
4 Hours Ago
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4 Hours Ago
Merge from main
5 Hours Ago
Bleed fix.
5 Hours Ago
Fixed some ground slaps on the wrong layer to fix bleed. Temporarily disabled the embedded string light prefab lights in the apartment lighting prefab so that each one can be positioned and tuned manually. Hobo barrel prefab tweaks. More lighting prefab WIP stuff.
5 Hours Ago
illuminated pressure pad; - textures first pass - updated icon render setting - updated material
6 Hours Ago
Cranked the flicker floor up more.
6 Hours Ago
The ~100hz neon flicker varies a little for each sign type. All use primes for both ints and decs to avoid waveforms ever fully syncing. Slightly raised the bottom floor of the wave.
Today
Hackweek FPV Kamikaze Drone - Updated model, textures, materials, setup prefab, icon, updated skins list, etc. Fully functional single local up vector multi axis rotation flight model with new accurate 3D model https://files.facepunch.com/mauroavalos/1b1411b1/14_14-12-MatureElk.mp4
Today
Check for mute on startup & look in response of submitting voice data to see if muted - gives ok time delay before muting without 100k players polling the API
Codegen
- Swap vine swinging mount pose to standing - Fix offset y rotation - Increase drag to a more realistic level - Fix pooltable mountable not removing itself when dismounting
Today
merge from decorative plants hackweek
Merge from missionobjective_findentities_optim
Fix some objectives searching on layers which are no good on the client
- Table can track multiple mountables - Can't mount if you're already mounted - Don't need to call kill - the table does it
- Setup v_spear anims/avatar - Fix inside terrain violation when jumpin on mountable - Viewmodel was set to wrong prefab - Viewmodel skeleton fix - Add viewmodel renderers to skinned mesh renderers
Fix pool cue viewmodel not spawning
- Manifest - Force mount the pool table mountable on use
Remove remaining game logic from pool table
- PoolGameController (all game logic: turns, win conditions etc) - Cleanup overal - Shooting logic (not connected yet) - Wire into PoolTable
Today
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Merge from missionobjective_findentities_optim
Fix MissionObjective_KillEntity missing set initialized flag Fix MissionObjective_KillEntity showing both standard mission marker and ping marker together when pings are enabled Fix WorldPositionGenerator potentially throwing a NRE in editor
Today
Fix HLMV/HLFaceposer crashing due to modern control styles * Apparently windows API bug where GetClassInfoExA returns garbage? Minor cleanup Fixed StudioMDL crashing More compile warning fixes
Today
Cleanup
Today
Fix HLMV/HLFaceposer crashing due to modern control styles * Apparently windows API bug where GetClassInfoExA returns garbage? Minor cleanup Fixed StudioMDL crashing More compile warning fixes Merge DetailObjectSystem fixes from TF2 SDK for 64bit
Today
Remove turn animations from AK, seems to break stuff even tho they aren't used
Today
updated the building topology and added a collider for tree guards
Today
Clean(tests): same for UpdateNetGroup Tests: ran unit tests
Today
Updated models and prefabs of swimwear 1 and 2. fixed clipping issues.
Today
Clean(tests): same for MovePlayer Tests: ran unit tests
Today
Push up temp animations and angles for turn in place, maybe they can be used as reference
Today
Add secondary motion/foot scatter, re-format fields