144,626 Commits over 4,413 Days - 1.37cph!

4 Minutes Ago
Fixed broken fixtures.
22 Minutes Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
31 Minutes Ago
using HasSubscribers method instead of manual check
34 Minutes Ago
Id and NRE fixes
35 Minutes Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
42 Minutes Ago
Bugfix(tests): fix incorrect setup of TestNew_KillSleeper We weren't injecting lastSeen records for other subscribers, which tripped up assertions Tests: ran unit test
1 Hour Ago
adding art for tree_guard_fences, prefabs some splat repaint to fit the ground below trees
1 Hour Ago
FakePlayer tweaks
1 Hour Ago
Added a basic GamePhysics.Trace depth culling test for non-instanced texts https://files.facepunch.com/raul/1b1411b1/14_13-33-LooseImperialeagle.mp4
1 Hour Ago
skip sending batched packets to groups with no subscribers
1 Hour Ago
SimpleLight sends on/off flags through batched system
1 Hour Ago
added BatchedEntityFlags packet type - allows IOCircuitSystem to buffer entity flag changes from IOEntities and send batched packets instead of per-entity packets - test setup with 2000 lights goes from 26ms to <2ms on the server
1 Hour Ago
Forgot Circuit.cs
1 Hour Ago
Split the circuit dirty flag into two: Dirty and NeedsRebuild so setting a circuit dirty doesnt trigger a rebuild every time Added rebuild timings
1 Hour Ago
Add spawn.reset_groups - just clears then fills all spawn groups, useful for spawn point testing
2 Hours Ago
FakePlayer improvements + Test fixes
2 Hours Ago
Moved the tick to every frame Added timings command to debug circuit perf
2 Hours Ago
Codegen
2 Hours Ago
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3 Hours Ago
Set lr300 entity to use sprint pose and updated rightArm_NoRProp to use hand
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Added coconut.tree prefab + lootspawner. Added 3 coconuts to tropical_short_c for testing. Manifest update.
4 Hours Ago
Added binary sign step as a distinct fpbuild call in pipelines instead of bundling it as a build step
4 Hours Ago
Compile fixes
4 Hours Ago
Added basic UI to supply signal, allowing selection between Default, Resources, Weapons and Med/Food drop types.
4 Hours Ago
merge from automated_testing
4 Hours Ago
Possibly fix some tests failing
5 Hours Ago
merge from main
Today
Show icons on the marketplace terminals
Today
Experimenting with a HeldEntitySprintModifier new animation sub system Plays a selected animation on the right arm once the player goes above a set speed, allowing more left arm movement to show Fades out the hands layer on the root player model as this clip fades in so we get the upper body movement Setup on the LR right now, using the torch idle pose so it looks busted but it gets the idea across Should only need a simple loop or single frame pose with the r_prop at the right
Today
Added a new Drone Availability Manager entity Exposes a variety of options for limiting the use of vending machine drones MarketDrone.drone_disable_in_bad_weather - disables drone purchases in rain or storms MarketDrone.drone_disable_at_night - disables drone purchases at night MarketDrone.drone_disable_on_new_wipe - disables drones entirely for the first X hours of a wipe in reatime, defaults to 24h
Today
Adjust both arms curve on torch attack animations
Today
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Today
Created a new Wearable Variant Creator Window, simple tool that lets us make new premade skeleton variants Presents a list of every wearable in the project, can pick and choose which items you want and it then produces a new prefab with the skinned meshes setup and LODs stripped Keeps prefab links to original clothing so this shoud be more future proof as we modify/update clothing
Today
Move to new folder
Today
Update: pool.usemutexpool convar (default 0) to optionally revert to original pool - ran codegen(skipping protobuf due to mac weirdness) Tests: booted into craggy and toggled the var. Checked pool capacities via pool.print_memory
Today
merge from automated_testing
Today
Moved server block in TestScenario_RocketSplashDamage
Today
Don't catch exceptions in WrapTestAsCoroutine
Optimise mission objectives which dynamically update mission location to nearby target entities - Use a defined layer mask which matches that which the target entity/s will be found on, was previously doing a physics cast on every layer - Rework how entities are defined as valid for each objective to remove allocations - Now run the location updates entirely clientside where possible, it is only used for UI things and doesn't need to be run serverside if a valid entity is in range On our mission testing map brings serverside cost per 1s tick from ~0.4ms to ~0.07ms clientside and now garbage free
Today
Bug fixes and optims, only snapshots dirty slots
Today
Fix steamworks.GetDownloadedItems returning nothing sometimes * When subbed item count == downloaded item count Resolve some pointer truncation issues for 64 bit builds Minor merges from x86-64 Fixed a number of 64bit compile warnings More 64bit compile warning fixes More compile warning fixes & TF2 SDK merges More 64bit merges & fixes Added Player.GetFlashlightColor Added new Hammer inputs from TF2 * SetModel, SetCycle, SetPlaybackRate Remove con_logfile from code * Fixes complaints about it missing when running certain commands Cache sound durations to avoid file parsing every time Apply some more Windows manifest changes from TF2 SDK * Use modern common controls stylings * Mark as DPI aware to avoid our window getting scaled More 64bit fixes Prevent give concommand creating certain entities More 64bit compile warning fixes Fix crash with lua_dumptimers_cl when timer names are very long
Today
Added cube variants of the br_sphere family, CubeEntity with size lerping support https://files.facepunch.com/raul/1b1311b1/cube_vis.jpg https://files.facepunch.com/raul/1b1311b1/cubes_showcase.mp4
Today
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Today
Fix crash with lua_dumptimers_cl when timer names are very long
Today
Remove con_logfile from code * Fixes complaints about it missing when running certain commands Cache sound durations to avoid file parsing every time Apply some more Windows manifest changes from TF2 SDK * Use modern common controls stylings * Mark as DPI aware to avoid our window getting scaled More 64bit fixes Prevent give concommand creating certain entities More 64bit compile warning fixes
Today
Increased LOD2 on the apple tree again... Added a very small chance for apples to fall just by hitting the tree (this will not happen to trees with beehives on). https://files.facepunch.com/LukeD/2026/05/Unity_ZUViSdEn7h.mp4 Now I can finally work on my magnum opus, adding coconuts to trees in the deep sea.
Today
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Today
Trace debug commands, logs when something happens on a circuit