141,232 Commits over 4,505 Days - 1.31cph!

50 Minutes Ago
Fix navmesh generating in places in shouldn't, potential fix for "navmesh failed to be created", and optimization of NPC path following
50 Minutes Ago
merge from Frog_Branch -> critter_animals
1 Hour Ago
Fixed a few cases of FileFindHandle_t leaks Minor cleanups Fixed BADDONCONTENT filepaths not being removed on refresh Dropship can die now (Sandbox only) * Updated its model to have correct surface properties type (metal), and be heavier so it falls more naturally Fixed HLMV not working as "Open file with" in Windows * Was complaining about not being able to find gameinfo.txt Citizen tweaks * Make citizens hate gunships (attack chopper + dropship included) if they have an RPG in hands. This allows them to actually shoot those and not just be neutral to those. * Make citizens use "canon" max ammo for giving player ammo check. Stops them from giving ammo forever until player reaches 9999 (by default) Fixed water on d2_coast_10 * 20th anniversary update changed the material that is stored in Source Engine licensee VPKs Narrow down PhysObj:SetMass input checks to prevent crashes Hopefully fixed clientside CGrabController crash Turn sound system error console messages into warnings Use 64bit sample counters for audio system * This is a change from CS:GO to not need to reset the system to work around the 32bit int limits Add fallback for tree_deciduous_cards_01_darker Minor adjustment to CBaseCombatCharacter::Weapon_Switch * Call OnChangeActiveWeapon Fixed freezes and crashes due to losing audio device (Windows) Minor tweaks * Some sanity checks in datacache * Make dsp_reload a cheat * Log snd_restart to console Undo GMod changes to metrocop_sheet.vmt * Removes bumpmap from the NPC version, restores specular. (these 2 effects are not directly compatible) Player model unchanged. Fixed glowing foreheads on combine soldier player model Added language.FormatPhrase * Helper function, to replace language.GetString():format() Add localization string for "Skin 0", etc (properties sub menu) Fixed DPanelSelect running convars too much on creation * When creating a bunch of icons (player model selector), it would run the convars for selected item for each item added. Now only runs the convars when the selection actually changes. Added right click menu with reset option to DColorCube Fixed DColorMixer:GetVector being always 1 change behind * This changes GetColor in DColorMixer:ValueChanged to be the new value, not the old value. This fixes player model selector color selector always being one "change tick" behind, so color resets were not really applying correctly Added ability to localize player model names, and categorize them * Data only * Added player_manager.GetAllPlayerModels() that includes categories/nice names * Added 2 new arguments to AddValidModel - nice name and category Minor derma cleanups Make DColorMixer palette centered and attempt to size it correctly * Size to fit all palette items into exact number of rows * Added DColorMixer:SetPaletteName Make DHorizontalDivider work with percentages * This helps when resizing panels, and when screen resolution changes between game sessions Fixed DPanelList ownLine handling Overhauled the default Player Model Selector * Take more of the screen by default * Improve model rendering to not have overblown phong effect * Display player model categories * Can now resize model and model selectors via a divider * Can reset player/weapon colors to default, and added palettes so you can store custom color presets (separate from all other palettes) * Preview: https://files.facepunch.com/rubat/2026/August14-3121-LightslategrayIrishsetter.png Update player model spawnicons * To get rid of the plastic phong sheen Minor render library improvements * Potential optimization for render.ResetModelLighting * render.SetLocalModelLights sets missing lights in the input table to DISABLED - this fixes an issue where previous calls with 4 lights would persist to future calls with 2 input lights * Fixed compile warnings Potential crash fixes Micro optimization for Lua matproxies Minor cleanup in spawnicon rendering Added player_manager.RemoveValidModel Adjust player model categories * Remove 1 and 2 model categories. Apply localization to DColorPalette right click menu ColorToHSV does not truncate hue to integer * This prevents loss of data when converting the color from HSV back to RGB * This is consistent with ColorToHSL Added "Copy to clipboard" option to DColorCube/Mixer DNumSlider adjustments * Prevent sliding the slider with mouse2/3/4/5 (Can still right click drag the name in Sandbox tools) * Added right click menu to the slider to reset and copy the value. This should help players find this ability Increase Hydraulic speed slider range so its default isn't out of bounds Use DermaMenu for DBinder right click * Includes reset to NONE and reset to default options * This is less prone to screw the player over by right clicking around Fixed suit admire animation being invisible Fixes for potential entity related crashes Fixed regression with CalcViewModelView due to admire anim fix Make menu state FrameTime use doubles
1 Hour Ago
Merge from main
1 Hour Ago
Update: submitting the results of script run Tests: none
1 Hour Ago
Update libraries
1 Hour Ago
Update(editor): automate copying of original resource to DynamicResourceRef - change DynamicResourceRef to be a class type (reflection modification on values is quite a bit oh hassle). Will try to fix later if I got time Tests: ran the new script, checked the modified prefabs
1 Hour Ago
Path following optimizations (around double perf), also a bunch of instrumentation and a benchmark setup: - only string pull the beginning of the path, we will string pull again eventually so not need to run the algo for the whole path (steering agents only) - only re-string pull the current path if we moved past a threshold or passed a path corner, not every frame (steering agents only) - when chasing a moving target, instead of recalculating a new path, try to extend the previous path a bit instead to save time - use unity transform SetPositionAndRotation instead of setting both independantly - fuse some native method calls, so that we only call one method and skip the interop cost for the other call - do not check corridor validity if no tile has changed since pathing
1 Hour Ago
Update: Add DynamicResourceRef to UI_StoreTakeover - amend prop drawer to invoke the right prop Tests: none
1 Hour Ago
fix animations of frogs not playing, skating sideways, and movement speed issues
2 Hours Ago
merge from main -> fix_hotbar_swap_overstack
2 Hours Ago
Fix hotbar swapping not working with overstacks - move the RPC completely serverside so it can swap overstacks (thinking was we didn't need a network++ originally if we kept it clientside but forgot swapping overstacks is awkward) - keep existing admin checks
3 Hours Ago
optimised props ao textures as it was the same issue with 227 of them, most carrying sources far bigger than they ship at and storing a single channel as rgb. resized to existing max cap 110 files rgb -> 8-bit grey 183 files halved 2k -> 1k 24 files 146.3 MB -> 96.3 MB vram
3 Hours Ago
merge from main -> base_occlusion
3 Hours Ago
Small buffs for unused pies, doubled the bonus duration for: bigcat, hunters, pork (900→1800), fish (600→1200), chicken (300→600) Hunters pie bleed reduction up to 90% from 75%
3 Hours Ago
optimised deployable ao textures where applicable. 245 of them, most carrying sources far bigger than they ship at and storing a single channel as rgb. resized to existing cap 126 files rgb -> 8-bit grey 148 files halved 2k -> 1k 47 files 186.6 MB -> 92.6 MB vram ao is sampled from the green channel so rgb storage was never doing anything.
3 Hours Ago
Refactor and cleanup of code
4 Hours Ago
Clean: remove PathProxyFor - update StoreBundleTool to work with DynamicResourceRef Tests: none, not in use yet
4 Hours Ago
hab armour split off into chunks so they can break off individually. when all chunks are gone, it leaves the frame of the armour. re-exported hab armour and added armour chunks.
4 Hours Ago
Merge from sam_vs_drone
4 Hours Ago
optimised weapon ao textures. 68 were oversized on disk and nearly all were storing a single channel as rgb. no weapons ships above 1024 now. max size 2048 -> 1024 (52 files) on disk 4096/2048 -> 1024/512/256 (68 files) bit depth rgb -> 8-bit grey (58 files) vram 114.8 MB -> 28.6 MB ao convention on weapons is half the albedo, so 1024 against the usual 2048 albedo. 80 already did this, we were just inconsistent about it. we could half again on a per asset basis depending on size of object.
4 Hours Ago
Update: Add DynamicResourceRef<T> to replace PathProxyForAttrib Allows us to both automate more of the dynamic bundle assignment as well as help with future merge conflict resolution Tests: added it to UI_StoreTakeover and it's drawer
4 Hours Ago
Glass AR - texture, material, naming updates, experimental SSS shader
4 Hours Ago
Add tunble drone detonate distance convar.
4 Hours Ago
possible NRE fix for mannequins
5 Hours Ago
optimised darts textures and max sizes. we were shipping the radiation dart at 4k on all textures. RadiationDart_AO 4096 -> 512 RadiationDart_bc 4096 -> 1024 RadiationDart_mg 4096 -> 1024 RadiationDart_nrm 4096 -> 1024 42.7 MB → 2.17 MB VRAM looking at other textures that are unnecessarily big too to optimise where applicable.
6 Hours Ago
Fix prevent building volumes being baked into the navmesh instead of ignored
6 Hours Ago
Medkit now gives -20 radiation, same as two individual syringes Boat Planner tech tree cost down from 120 to 30 Longsword swing radius 0.3 > 0.4, swing delay 2 > 1.5. Slightly more accurate swings and less time between swings.
6 Hours Ago
merge from vehicle_pooling
6 Hours Ago
Add a "restoreHierarchy" field to poolables, flip it only on vehicles to minimize the amount of affected features by vehicle pooling - fixes UI pooling issues.
6 Hours Ago
Codegen
Today
Merge from render_pipeline_testing
Today
Merge from main
Today
animation imports + keyframe curve editor
Today
Deleted old prefab location
Today
Ladder collision and LOD setup
Today
Merge from main
Today
Merge from hackweek_random_skin_crafting
Today
GC optim
Today
Bugfix(editor): fix store prop drawer failing to draw - added a fallback path for original image property Cuased by missing path proxy field that I ripped out during merge Tests: inspected JungleShowcase ui prefab
Today
Merge from main
Today
Adjusted frame for triangle top tier hatch
Today
Fixed an issue where the Deferred+ lighting toggle wasn't been set currently when entering playmode due to the way we copy the pipeline asset
Today
Buildfix: fix merge issues Tests: editor opens
Today
Merge: from main
Today
Merge: from hackweek_unsafescriptingaccess - Bugfix for exception on boot for missing DLL entrypoint Tests: booted into craggy on windows
Today
Bugfix: grab latest binaries for Rust.Native One of them was stale, breaking the feature Tests: booted into craggy on windows - no more exception
Today
Arrow Revamp Icon fixes
Today
Enabled Deferred+ by default and fixed he BillboardLight-RRP.cginc file to be compatible with the new Deferred+ code