127,813 Commits over 4,201 Days - 1.27cph!

11 Minutes Ago
Fixed all kinds of problems with the mesh variant of the tropical terrain material.
26 Minutes Ago
Fixed free hand sprays sometimes blocking hammer interaction when sprayed on a building block, this could always happen but it's worse now that the spray position is more accurate
26 Minutes Ago
Merge from spray_fixes_oct_2025
1 Hour Ago
Merge from server_wipe_time_of_day
1 Hour Ago
Merge from player_model_perf_improvements
1 Hour Ago
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
3 Hours Ago
Modify distance portal spawns so it always spawns far enough inside that the world repel force won't affect it
3 Hours Ago
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
5 Hours Ago
Merge from coop_prod_fix
5 Hours Ago
Merge from spray_fixes_oct_2025
5 Hours Ago
Merge from cinematic_play_fallback
5 Hours Ago
merge from canvas_debug_command
5 Hours Ago
Fixed debug.printanimators double names in the inactive row
5 Hours Ago
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
6 Hours Ago
Expose world boundary repel force as convars instead of hardcoded - world_boundary_force_start_distance - world_boundary_force_offset
6 Hours Ago
Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
Today
Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
Today
Fix NONE compile error in Shield.cs
Today
merge from dynamic_occlusion_pausing -> main
Today
Fix compile errors
Today
Set dynamic_occlusion_pausing to enabled instead of disabled
Today
merge from industrial_pipe_batching -> main
Today
Add `print_memory_batching_detailed` command to print out memory usage of individual batches - can supply filter to filter based on material name
Today
merge from industrial_pipe_batching -> main
Today
Make `batch_industrial_pipes` a non-admin convar
Today
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
Today
Slightly optimise command reordering
Today
Jobified instance reordering
Today
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
Today
merge from optimize_sprinklers -> main
Today
Fix compile error
Today
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
Today
Fix compile errors
Today
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
Today
Update: adding more logging in an attempt to catch baseplayer NREs Tests: 2p local session with spectating, disconnects
Today
Merge from boat_building
Today
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.
Today
RPG7 - Added baked viewmodel
Today
Set dressing polish and some boosted bounce lighting in floating city 3
Today
Added boat building station deployment guide prefab with latest artwork
Today
Merge from boat_building
Today
Merge from part_caching
Today
Fixed barge surfaces not being picked up by HLOD (except casino). Rebaked HLOD in floating city 1 and 3.
Today
Switch more stuff to using cached parts
Today
Merge from parent
Today
Re-add hull flag, set on hull blocks.
Today
Today
Added CachedBoatParts<T> Cache lists of blocks, anchors, sails for now.
Today
Merge from main