156,339 Commits over 4,536 Days - 1.44cph!

12 Minutes Ago
Rollback format change to _rt_ResolvedFullFrameDepth * This is a temporary test
41 Minutes Ago
Make room network group IDs static similar to the other reserved values instead of instance field - first 1024 IDs are for global groups - last 6.5M IDs reserved for base occlusion
41 Minutes Ago
Merge from distance2d_fix
42 Minutes Ago
holster update
44 Minutes Ago
Skip the Y component subtract in Vector3Ex.Distance2D
45 Minutes Ago
flexbox_outofrange_nre -> main
45 Minutes Ago
armoured ladder hatch gibs
47 Minutes Ago
Fix Flexbox Out of Range error
54 Minutes Ago
Port some color conversion implementations from x86-64/csgo
54 Minutes Ago
- Fix Distance2D methods in BaseEntity returning 3D rather than 2D distance. Replace usages of these with the 3D distance to not change previous behaviour, all look like they work well enough despite having used 3D distance all along - Change Distance2D in Vector3Ex to return Magnitude2D of both vectors rather than the 3D distance calculation with discarded Y components. Remove the "replace this" comment
57 Minutes Ago
Cleaned up entity face registeration so only BaseEntity calls RoomOcclusionManager.OnFacesRefreshed(entity) - used to subscribe to both DecayEntity and BuildingBlock so it could work on doors & building blocks - get rid of needing to register all faces explicitly in SaveRestore & copy paste
1 Hour Ago
wip test fixes
1 Hour Ago
merge from painting_fixes
1 Hour Ago
Update doors to only call into base occlusion when their open/closed state is changed (via flags) instead of needing to remember 3x different places it called into base occlusion
1 Hour Ago
Add a neutral light option in the painting ui, accessible behind a convar `paint.neutralLighting` - only works with rrp enabled - overrides all light settings to a neutral studio light so current scene lighting conditions do not affect the preview object
1 Hour Ago
Updating frog rig skinning
1 Hour Ago
Add achievement for distance travelled via vine swinging Add dictionary for lifestory generic stats for faster setting and value lookup Make genericStatKey on LifeInfographicStat non serialized as it's only ever set at runtime
1 Hour Ago
Optim: HttpImage - mode texture decoding to worker threads - added WebUtil.DownloadTextureTemp that uses DownloadHandlerTexture - disabled texture activation rate limit Now only a tiny hitch is present Tests: navigated to store General tab
1 Hour Ago
Optimised squirrel mesh and added LODs. updated squrrel textures and set up new material. moved old textures
1 Hour Ago
Cleanup network subscription logic so it all happens in a single place
1 Hour Ago
Codegen
1 Hour Ago
Set titles per controller/platform vdf set
1 Hour Ago
Merge from main
1 Hour Ago
merge from halloween_costume_2026
1 Hour Ago
changed name of skull wall torch to skull wall lamp
1 Hour Ago
merge from automated_testing
1 Hour Ago
Fix for triangle foundations connecting buildings together when only touching at a corner
1 Hour Ago
wip ladder updates
1 Hour Ago
kill existing turns when toggling turn in place off through convar
1 Hour Ago
exported latest frog anims
1 Hour Ago
Merge from main
1 Hour Ago
Updating triangle ladder hatch rig
2 Hours Ago
Fix up import settings on sandbags pillbox collider, enable RW
2 Hours Ago
- When stirring the generator you're now mounted (just at current standing position) - When letting go of E stop the mounting - Show 'no electricity status' if stirred but no power
2 Hours Ago
Optim: HttpImage - rate limit texture activation rate (2 per frame) Helps with General tab opening, but feels too limiting Tests: navigated to general tab of store
2 Hours Ago
Halloween Wallpapers - initial setup
2 Hours Ago
merge from main
2 Hours Ago
Update method to check whether a deployable can be placed on boats, now that window and door dressing sockets are supported Testlist
2 Hours Ago
Fixing LOD numbering on ladder hatch
2 Hours Ago
Improve test runner window filtering of editor and runtime tests Categories can now exist in both tabs if they have both types of tests (fixes Deployable category disappearing from editor tab because it recently had a few runtime tests added)
2 Hours Ago
merge from painting_fixes
2 Hours Ago
add Swap Seats to all vehicle based action sets with consistent button bind.
3 Hours Ago
painting fixes/improvements - add colour wheel option to neon signs - add largest size option to neon signs (25mm) - fix brush outline on ornate frames - add convar for toggling the brush outline to be more visible by inverting colours behind instead of projecting brush colour (default to true)
3 Hours Ago
Add car reload action and remove menu gesture action.
3 Hours Ago
Merge from more_rumble
3 Hours Ago
Updating armoured ladderhatch rig
3 Hours Ago
- Set up subsystem for machete and sword - Deleted HoldType.Machete.overrideController as no longer needed
3 Hours Ago
merge from main
3 Hours Ago
Update: Add HttpImage.MissingSprite - reroute all dynamic sprites to MissingSprite - added store.HttpImageFailLoads to simulate loading failure Tests: navigated store with failloads 1, skin tiles need fixing
3 Hours Ago
Festive garlands now work on player built boats