158,400 Commits over 4,566 Days - 1.45cph!

14 Minutes Ago
- Flare 3p anims now use the grenade animation subsystem - Flare player model controller is an override of the grenade controller - Add drop state to flare viewmodel anim controller - Survey charge player model anims gets its own controller rather than using the molotov controller - Add TwoHandMask to HeldEntity subsystem, which grenade subsystem inherits - Convert molotov to use grenade subsystem
14 Minutes Ago
biofuel_generator_pool_fix -> main
15 Minutes Ago
Fix biofuel generator pooling bug
15 Minutes Ago
merge from horse_optims
23 Minutes Ago
merge from main
26 Minutes Ago
Compile fix
27 Minutes Ago
merge from buildingplan_deploy_fix
28 Minutes Ago
firecracker drop vm anim edited
36 Minutes Ago
Fix incorrect shot settings
53 Minutes Ago
merge from wounded_sound_fix
55 Minutes Ago
update softcore_tc_limit/map_icons
56 Minutes Ago
Minor shadow changes/fixes
56 Minutes Ago
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59 Minutes Ago
Some formatting
59 Minutes Ago
Merge from livestock_animals
59 Minutes Ago
Fix viewmodel drop animations not playing for spectators
59 Minutes Ago
Merge from livestock_animals
1 Hour Ago
Merge from render_pipeline_testing
1 Hour Ago
Reapplied MenuUI2_Settings prefab changes as they were removed by the merge from main
1 Hour Ago
Update deploy tool
1 Hour Ago
Fix a 10 year old bug causing the wounded first person sound to never play in builds, only in editor outside the Bootstrap scene Caused by it getting requested before the SoundManager was initialized, since 2016 Lowered its volume by 50% because it was really loud https://files.facepunch.com/cipeax/2026/October/07_17-10-DesertedLimpet.mp4
1 Hour Ago
merge from main -> softcore_tc_limit
1 Hour Ago
Merge from main
1 Hour Ago
Removed the RRP option from the experimental tab, also removed the Shadow Caching disabled the shadow caching toggle, as it currently isn't supported on RRP
1 Hour Ago
merge from optimize_world_server_clear/maps -> main - only the server clearing WorldSerialization maps part, not the later NativeArray changes
1 Hour Ago
exported flare/molotov vm/3p drop anims
1 Hour Ago
Refactor world.maps.Clear() -> ClearMaps()
1 Hour Ago
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1 Hour Ago
Fix a rare BasePlayer.OnDied NRE when using the admin injure command
1 Hour Ago
Merge from wind_motion_vectors
1 Hour Ago
merge from baseplayer_ondied_nre_fix
1 Hour Ago
Merge motion vector fixes
1 Hour Ago
Fix artifacts at screen edges when motion blur is enabled
1 Hour Ago
Add `forceMotionVector` flag for view models to avoid smearing hairy things across the ground
1 Hour Ago
Add the new hair rendering to Core/Hair to make horse hair and other hairy things look better
2 Hours Ago
Fixed server hip movement causing the horse to never sleep (regression from 167107 Fixed dismounted horses keeping their head turned and hip braced
2 Hours Ago
- Remove supersampling when creating icons (huge performance boost) - Disable categories with no extra options
2 Hours Ago
Merge: from netmsg_loadmap - Buildfix Tests: compile sim
2 Hours Ago
Buildfix: move client-var into CLIENT scope Tests: compiler simulator
3 Hours Ago
Fixed pooling bugs messing with horse animations
3 Hours Ago
Merge from render_pipeline_testing
3 Hours Ago
Default gamepad support enabled to true
3 Hours Ago
Combined all of the Deferred Rendering Debugger overlays into 1 drop down field, as only 1 can be active at a time
3 Hours Ago
Merge: from netmsg_loadmap - Update: reimplement network message as a client RPC Tests: reloaded playground in C+S editor
3 Hours Ago
Update: replace bespoke network message with a player client RPC Tests: reloaded playground in C+S editor
3 Hours Ago
Converted the camera debug pass to an unsafe pass
3 Hours Ago
Fixed the flipped UVs when sampling the rendering layer texture during the shadow debug overlay pass
3 Hours Ago
Added a Renderering Debugger overlay for shadows
3 Hours Ago
We can now get rid of the duped ridersync in the LateUpdate now that we don't control the spine pos from the IK Chops another 0.42ms per frame for 50 moving horses
4 Hours Ago
Removed LegsAnimator on the server, we now use the existing ground normal raycasts to calculate the hip position Hip pos calulcation on the server for 50 moving horses: 2.2ms -> 0.09ms