159,107 Commits over 4,566 Days - 1.45cph!

Yesterday
Prewarm 10 copies of each sound templates, they were all set to 1 small-sound gets 50 Trying to get to a point where I can empty an AK magazine without instantiating any prefab
Yesterday
Added a level of hit forgiveness if the player is attacking a thin tree and misses Only affects trees with a trunk radius of < 0.15m (hit_forgiveness_max_trunk) If the player misses, we do an additional sweep of 0.12m to try and hit the tree
Yesterday
Update manifest, last merge broke play mode
Yesterday
Fixed all the references to the default unity Quad in particles not actually using it Any of these particle being set active in builds could spike up to 7ms, caused by ParticleSystemRenderer::UpdateCachedMesh walking the Quad whole user list to check whether its already registered It was referenced by thousands of renderers in monument prefabs, this is why the AK muzzle was slow to spawn in 167737
Yesterday
▋ █▋█▊█▅▉ ▄▍▌▅ ▍▉ ▉▋▄▅▄▆ ▇▊▄▄▉█▋ ▍▉▋ ▄▅▊ ▆▄▍ ▌▍▇▌ ▄▋ █▊▆ ▇▍▍▍ ▆▆▉▍▍▊▄
Yesterday
Merge from car_spawning_prefill Modular cars spawned in the wild now have half of their engine slots filled with low quality parts These parts are locked and cannot be removed until the car is loaded onto a modular car lift - making it easier to get a car up and running
Yesterday
Merge from halloween_2026_update
Yesterday
Exiting the halloween/xmas portals now shows exit as an interaction prompt
Yesterday
Cherry pick 167632 - prevent seasonal dungeons spawning in building priv Also applied a 1s cache to prevent it hammering physics too much
Yesterday
Merge from main
Yesterday
WIP fixes
Yesterday
merge from hotreload_playmode_brick_fix
Yesterday
Possible fix for hot reload sometimes causing issues when entering playmode and causing server startup to fail, because it held on to the port from a previous playmode session
Yesterday
Fixed halloween NPCs spawning inside safezones
Yesterday
Skip ItemIcon refreshing while not visible, now deferred to when the inventory opens Before, any hidden icons would refresh on inventory changes, for example updating their amount and hover text every time you shot a gun Also avoid some unnecessary OnItemAmountChanged broadcasts and hover text rebuild if data didn't change
Yesterday
Stop HideIfAiming deactivating the muzzle flash once its particles finish. Every reused attack effect had to reactivate it Was spiking up to ~5-7ms in a build and only 0.2ms in editor somehow, now 0 It points at ParticleSystemRenderer::UpdateCachedMesh, checking that next
Yesterday
Fixed dead halloween and easter candies persisting after server restart
Yesterday
merge from halloween_2026_dlc
Yesterday
Merge from skim_changes
Yesterday
Fix food spoliling in workbench recycle bin upgrade container
Yesterday
Add VDF files for 6 missing gamepad types. Update gamepad manifest.
Yesterday
Keep sound template AudioSources enabled while pooled, disabling them on every recycle flushed unity's audio DSP, stalling up to ~1ms when a sound got cut mid play RecycleSound in editor: ~0.45ms -> ~0.25ms The occasional 1ms "flush dsp connections" is gone
Yesterday
Fix SelectedBlueprint.CanCraft running every frame while the crafting menu is closed, small but unnecessary
Yesterday
scrap king building skin steam item setup
Yesterday
Add support for major/minor revision bumping. Update all gamepad configs with this data. Update validation to always check/catch chamges.
Yesterday
Fix all skinned items allocating on every inventory update when getting their icon sprite
Yesterday
Attack/AttackAlt are now Button actions on the triggers' soft pull so players can rebind fire/aim to any button (per Valve guidance). Update all action sets/configs to match,
Yesterday
Improve DImage shader replacement system * Uses case insensitive check for VertexLitGeneric, includes LightmappedGeneric now * Handles SubRect shader materials by drawing the correct part of the texture Try to have Paint tool UI with previews * https://files.facepunch.com/rubat/2026/October13-3318-SecondhandWoodborer.png
Yesterday
merge from main
Yesterday
Stop any rumble in Deactivate
Yesterday
Fixed "is3DSkybox" variable not resetting when returning from hooks Fixed some missing textures on Half-Life 2: Episode 2 props Try to workaround Portal using same texture names as Ep2 Remove some unused libs from menu state Use a different delimiter for "last map" saves * One that can't naturally occur in filenames Change network transfer folder blacklist into a whitelist * Seems more logical to be this way * Also removed .ain from extension whitelist, since it's a useless for the client format that is no longer automatically sent anyway Try resolving a crash with recent change to Entity:SetPos Merged Pull Requests * Remove usage of a unnecessary Think hook in DOF post processing effect * Updated a comment in SurfaceProperties.txt Includes higher quality Eli Vance face texture from S1 repo Fixed typo in cam.End2D underflow error message
Yesterday
▆ ▋ ▆█▍▄▋ ▇▋▅▆ ▌▋▇▍▇ ▊▅▅ █▍▅▌ ▇▍▄▌▄▋▌ ▅▊▆▉▇▇█ ▇▌▉▅▋ ▊█▇▆▆▆ ▇▄▊▍▉▍▄ ▅▍▌ █▌▆▊▊▍▄▊▊ ▅▍▊▍▇▇ ▉▇ ▆▉█ ▄▋▌▊ ▊▋▅▆▅▆▉▆█ ▉▍▍▇█ ▄▊▇▊▉ ▄▆▊▄ ▇▉▍▊▋▊█▌▊▄▊▄▍▋▋██ ▉▋▆▇
Yesterday
▆ ▉█▉▅▉ ▍▇▆▊ ▇▋▍▆ ▅▌▍▊▄▍█ ▅ ▅▍▊██▉▊▉ ▊▊▊█ ▍▅▄▊ ▅▇▄ ▉▇▍▅ ▊ ▌▅▍█ ▅▅ ▉▅▆▄██▍▊ ▅▇▋▊▄
Yesterday
merge from render_pipeline_testing
Yesterday
remove the Rust Render Pipeline text when RRP is enabled, instead show Built-In Render Pipeline when RRP is disabled
Yesterday
Try/catch the gamepad update loop, disable on any error errors.
Yesterday
Fixed quick craft spending ~1.6ms rebuilding after almost every shot (inventory update) Only rebuilds when the inventory is open now
Yesterday
fix stale frame on subsystems without fade in, fix flare not having a predict release event, remove fade in on flare subsystem to fix weird flipping artifact on flare
Yesterday
merge from cache_entity_links -> main
Yesterday
Update comment
Yesterday
merge from automated_testing
Yesterday
Get rid of some debug logs spamming related to halloween dungeon spawning
Yesterday
Re-add the "Restoring X/100,000 links" for cases where the cache links aren't used
Yesterday
merge from render_pipeline_testing
Yesterday
fix RRP drawing ocean after water bodies
Yesterday
Halloween stringlights Improve deployment, stop clipping, fix groundwatch, reduce network range, remove snapping All tests pass
Yesterday
Pool 3 copies of thrown melee weapon and tool projectiles instead of 100. No point in filling our pool with 3900 copies you'll rarely see more than 3 of at the same time Saves around 50MB of memory and gives me some leeway to eat that with gun effects next
Yesterday
▍ ▌▇▉▆▋ ▅▌▅▉▄▍▆ ▅▄▆▅▆ ▅▅▄▄ ▉█ ▇▆▄▄█ ▄█▍▇▊█▋ ▋▅ █▉▋██▆▋▊▊ ▊▋▅▇▆▊█▊▍▇▍ ▅▍▊▄ ▇▅▄ ▅▊▊▊ ▇█▍ ▋▊ █▊▊▇▊▋ ▊▇▇▇▊▆▆ ▌▄▉█▌ ▍▉▌ ▊▅▇▅▊▍▄▄▇▊▇█ ▄▄▍ ▆▍▇█▇ ▇▊▍ █▋▌▋ ▊▅▍▊ ▄▆▋▋█ ▇▅▍▋▊▇▍▋▇▋▆
Yesterday
Pass `serverStartup` parameter into RestoringLoadedEntityLinks() so we don't call RCON.Update() when pasting with copypaste - probably harmless but it bugged me
Yesterday
Increase stick move distance required to activate gamepad