156,826 Commits over 4,536 Days - 1.44cph!

59 Minutes Ago
anim updates
1 Hour Ago
Added p2p_force_reliable convar * Defaults to 0, forces all packets to be sent over reliable P2P channel. * Stop using k_EP2PSendUnreliableNoDelay for all small packets, use the more reliable k_EP2PSendUnreliable Attempt a different fix for overlay layers resetting on server join Added feedback message to host_writeconfig_lua Added ability to load Srcds Workshop Ids from a file * It can be used alone or in conjunction with a collection. Documented on wiki * Moved srcds workshop cache file from `cfg/srcds_addons.txt` (too generic) to `cache/srcds_addon_list_cache.txt` Remove CExampleEffect screen space effect from builds * I don't think it was ever accessible from Lua/whatever Prevent Lua errors when using prop_effect in base gamemode * I don't know why this Sandbox specific entity is in the base gamemode, but it is, so we gotta deal with that now. Add UpdateScreenEffectTexture matproxy, use it for that PHX screen * Basically it forces _rt_FullFrameFB texture to update (at the end of the frame), meant to be used on model materials that make use of this texture. Fixed SWEP:CustomAmmoDisplay causing UI overlaps sometimes Fixed normals on a few more built-in models * prison_padlock001b.mdl * de_inferno/goldfish.mdl, claypot01.mdl & its gibs, claypot02.mdl
1 Hour Ago
Open/close sounds
1 Hour Ago
Add a 'needs stirring' electrical output so people can make circuits letting them know the generator needs stirred
1 Hour Ago
Optimize worst case pass of the multiple exterior detection so it doesn't balloon execution time
1 Hour Ago
Apply the item position on the Loadout UI icon slots if applicable https://files.facepunch.com/raul/2026/September/22_22-19-FixedHellbender.png https://files.facepunch.com/raul/2026/September/22_22-20-PertinentWeevil.png
1 Hour Ago
Fix the deployment being the wrong way around
2 Hours Ago
Add blinking 'processing' and 'blocked' text on the info display
3 Hours Ago
Ok fine allow buildings to define multiple exteriors - even though theoretically there can only be a single exterior per base it gets funky in it's current implementation when not all building blocks are handled by base occlusion so you can have separate sections of a base that aren't connected with faces but are both outsides (example: connecting external TC with ramps)
3 Hours Ago
Exclude high walls from room occlusion (since they are always considered outside structures)
3 Hours Ago
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3 Hours Ago
Fix bases being able to define multiple outsides of the base - collapse to a single outside when interior rooms incorrectly are flagged as interior
4 Hours Ago
Bugfix: fix invalid takeover data for crystal ak Accidentally copied pack even though it hasn't one when manually resolving Tests: navigated to page, crystal ak displays as intended
4 Hours Ago
Added a per-stage benchmark measurement harness before moving onto experimental optimisations. To be used to measure future improvements and map changes. - ProcgenStats: time per-stage, number of prefabs placed, placement hash, counters (filter calls, radius scans, texel reads, anchor scans, monument attempts). - ProcgenBenchmark: editor tooling to generate maps for queued seeds and writes a CSV row per-stage. One map per play session, exiting play mode after each generation. - Powershell scripts to drive the editor benchmarks and compare CSV outputs by hash and stage time
4 Hours Ago
Bugfix: store.refresh now restarts the tab Fixes tab having only default-initialized tiles Tests: ran refresh while on general tab
4 Hours Ago
Post merge fixes
4 Hours Ago
merge from main fix conflict in ConversationData, bumped VehiclePadRepaired condition type
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Update: HttpImage - permit multiple requests for same url Fixes clurred images for overlay pages where first button shares sprite with full screen image but has different settings Tests: navigated to coconut underwear page - loaded both
5 Hours Ago
merge from procgen_visualiser
5 Hours Ago
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5 Hours Ago
merge from main
5 Hours Ago
Merge from critter_animals
6 Hours Ago
Indicator + light notify LOD
6 Hours Ago
Rollback changes to addon whitelist * It caused issues on Linux builds with addons that use non English characters Add some panel related hacks to account for community made addons Enable override of suit/health charger entities & combine mines Add possible solution steps to "Failed to init Steamworks" crash Remove half-working spawnmenu-only check from citizen RPG check * In hindsight it wouldn't work with player squads anyway, so just enable all citizens with RPGs to attack gunships, don't try to lock it to spawnmenu-spawned citizens only. Add more entities to Lua override-able list * filter_activator_context, game_player_equip, trigger_push, ambient_generic Fix double notifications when hitting Sandbox vehicle limit Updated a whole bunch of built-in spawnicons * About 600 of them * Touches some PHX props, a few HL2 props, most of the TF2 props in the default spawnlist Update default spawnlists * Rearranges some stuff to better group similar items Update TF2 weapons spawnlist Slightly adjust L4D1 and Portal spawnlists Added more allowed entity overrides * item_battery, item_healthkit, item_suit, item_longjump * func_pushable, func_healthcharger, func_recharge * Half-Life: Source ammo entities * weaponbox, speaker Added Satchel entities to override whitelist + func_tankmortar
6 Hours Ago
Merge from animal_fence_sound_polish
6 Hours Ago
First pass on jellyfish swarms
6 Hours Ago
Animal fencing audio polish and added new ui sounds
Tweaked power phase requirements Tweaked loot spawn types Fixed bad map topology in harbor_1
Today
added colour mask slot to crittermovement and environmentfishcritter shaders for crab
Today
Pipe/wire pass for random room i (small)
Tech tree fixes
Today
edited grenade vm pullpin anim so the pin does not momentarily appear on screen after its pulled as it blends to throw ready idle
Today
Halloween Wallpapers - texture update
Today
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Today
updated skins list
Minimum of 1 fuel for even worse foods (grubs)
Today
spooky halloween decor pack steam item
- Description - Crafting costs - Tech tree
Today
Updated huntingtrophy prefab to allow different sheep colourings to display correctly.
Today
Update: HttpImage - pick a higher mip, seems to look better when downsampled Tests: navigated to pack overlay page
- Have to restir after adding new food - Show a little pop animation in the loot panel ui to show its been reset - Make 'electircity required' show in red
- Turn off lamp and indicator if theres no power connected to the biofuel generator - "stirring" -> "stirred"
Today
Mask sheep face when shaving (only disappear when fully shaved), have shaved areas more organic looking and wavy
Reduce power consumption
Add emissive indicator lights: - green flashing when done (fuel in and not food) - green when cooking normally - solid red when no food (to show its burning power) - red flashing when needing to be stirred
Today
Update: reimplement shop.unloadAssets convar Tests: set it to 0, navigated to shop and out, confirmed bundle was still loaded via listdynamic, set to 1, confirmed it was gone via listdynamic