127,813 Commits over 4,201 Days - 1.27cph!
Merge from server_wipe_time_of_day
Merge from player_model_perf_improvements
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
Modify distance portal spawns so it always spawns far enough inside that the world repel force won't affect it
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
Merge from spray_fixes_oct_2025
Merge from cinematic_play_fallback
merge from canvas_debug_command
Fixed debug.printanimators double names in the inactive row
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
Expose world boundary repel force as convars instead of hardcoded
- world_boundary_force_start_distance
- world_boundary_force_offset
Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
Fix NONE compile error in Shield.cs
merge from dynamic_occlusion_pausing -> main
Set dynamic_occlusion_pausing to enabled instead of disabled
merge from industrial_pipe_batching -> main
Add `print_memory_batching_detailed` command to print out memory usage of individual batches
- can supply filter to filter based on material name
merge from industrial_pipe_batching -> main
Make `batch_industrial_pipes` a non-admin convar
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
Slightly optimise command reordering
Jobified instance reordering
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
merge from optimize_sprinklers -> main
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
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
Update: adding more logging in an attempt to catch baseplayer NREs
Tests: 2p local session with spectating, disconnects
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.
RPG7 - Added baked viewmodel
Set dressing polish and some boosted bounce lighting in floating city 3
Added boat building station deployment guide prefab with latest artwork
Fixed barge surfaces not being picked up by HLOD (except casino). Rebaked HLOD in floating city 1 and 3.
Switch more stuff to using cached parts
Re-add hull flag, set on hull blocks.
Added CachedBoatParts<T>
Cache lists of blocks, anchors, sails for now.
added an elevator shaft to the casino roof in FC4
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments