155,529 Commits over 4,536 Days - 1.43cph!

20 Minutes Ago
Rather than using the active depth texture in the GBuffer pass, switched back to using the CameraDepth directly
31 Minutes Ago
Removed the UniversalPipeline tags from the blit shaders
32 Minutes Ago
merge from livestock_animals
32 Minutes Ago
merge from main
33 Minutes Ago
merge from automated_testing
33 Minutes Ago
Fix kick hazmat worldmodel outline
36 Minutes Ago
merge from main
59 Minutes Ago
Merge from main
1 Hour Ago
Bradley Flatbed materials and textures. Model update
2 Hours Ago
Add pillbox tranlsation strings. Add to icon generator manifest.
2 Hours Ago
Merge from main
Rin
3 Hours Ago
Reduced HQM collectable scale
3 Hours Ago
Fix terrain compute uninitialised variable warnings
3 Hours Ago
Merge from vehicle_panel_nre_fix
3 Hours Ago
Hypothetical fix for NRE on VehicleEditingPanel
Rin
3 Hours Ago
merge from bee_grenade_visual_fixes
3 Hours Ago
Added support for a DroppedItem to call SetEntityAndChildrenDynamic when it stops moving, allowing us to switch a LOD component from dynamic to static This should allow us to use MeshLOD/RendererLOD on dropped items
Rin
3 Hours Ago
merge from paintballgun_colourequipfix
Rin
3 Hours Ago
merge from chandelier_optimization
Rin
3 Hours Ago
merge from rifle_show_lod_animevents_update
Rin
3 Hours Ago
merge from candy_inventory_fix
Rin
3 Hours Ago
merge from ornate_horse _mask_fix
Rin
3 Hours Ago
merge from worldmodel_sep_fixes
4 Hours Ago
Merge from main
4 Hours Ago
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
4 Hours Ago
RendererLOD and MeshLOD converters will now calculate new camera distances when converting from a LODGroup LODGroup measures screen height and our LOD components operate on distance so it's not perfectly 1:1 but it's better than the old hardcoded values Add an inspector warning to the RendererLOD if there is a gap in the LOD settings (eg. LOD0 and 2 have targets, LOD1 is missing) Add an inspector warning to MeshLOD if the same mesh appears multiple times Added automated tests to find all meshes used for collision that calculates tangents, imports blendshapes, cameras, lights or materials
5 Hours Ago
Add the vendor to the ranch, s2p both
5 Hours Ago
Fixed animal leads not working after purchase
Today
merge from main -> sentry_upload
Today
First pass on npc's selling baby animals to the player
Today
Possibly fixed the conversation data graph editor sometimes silently dropping newly added conversation nodes
Today
LeadingPlayer is now a Synced field Compile simulator now passes
Today
Fixed most compile errors, still one issue
Today
Merge from lod_preview
Today
Hitch & Trough now has a water container on the right, supports fluid IO Livestock can drink from trough Added a storage adaptor to the food portion of the trough
Today
Added sandbag pillbox barricade and deployable item - pillbox model, LODs and collision with separate wood and sandbag phys materials - reused adams setup for crafting and repair - Added icon to match other variants - gibs - updated manifest
Today
Fixed some regressions with recent changes * Extra unnecessary assignment in viewmodel bob code, also change CFuncTankMortar to use doubles for firing * Some minor model panel/icon/player model selector fixes Fixed couple potential Lua stack corruption issues with hooks * Specifically call conditions of CreateClientsideRagdoll and EntityEmitSound Fixed some typos Minor whitespace cleanups Remove some unnecessary usages of std::string Remove "ReleaseVideoMemory" stuff from Hammer Fixed Hammer material list leaking file search handles Allow render.BindLocalCubemap with `nil` to unbind the cubemap Workaround double messages per Sandbox limit hit * Only display the "Prop limit hit" message, not the "spawn blocked by server" message in the case of hitting the prop limit, etc * When spawning a dupe or something and hitting the prop limit 100s of times, only display ONE "prop limit hit" message.
Today
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Today
Biofuel Generator: manifest and engine.json for the new entity
Today
merge from cookingworkbench_stopping_fix
Today
merge from smart_alarm_deployment_fix
Today
Improve smart alarm deployment, can now be placed on top of more other deployables Fixed oversized bounds, removed unnecessary deploy volume, assigned physics material https://files.facepunch.com/cipeax/2026/September/08_19-57-OrangeSableantelope.jpg
Today
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Today
Possible fix for an issue with cooking workbenches in the snow stopping to cook shortly after inserting refrigerated items and quickly starting the cooking process Transfer over the Refrigerated flag when splitting items, the spoiling work queue will still update it on the next tick anyway, but its a better initial state and fixes item stacks split off briefly becoming un-refrigerated before being updated, dirtying the inventory and stopping cooking
Today
Update(editor): UpdateImageUrls - add progress bar and generalize field lookups by naming convention Tests: ran script with artificial delays during image upload stage
Today
Update(editor): UpdateImageUrls automation - scans referenced store textures and tries to upload changed, while fixing up urls Tests: most of store UI is now missing images (as there's no backend content)
Today
merge from server_occlusion_wait_and_integrate_pairs
Today
enabled swimming for frogs, with first pass animator setup fixed frog interest, now more consistently finds water spots to start croaking
Today
Biofuel Generator: blockout testing deployment - deployed prefab: referenced mixing table, simple box colliders, foliage displacement - guide prefab using same FBX - item generator.biofuel with placeholder blueprint and icon - needs Update Game Manifest
Today
Fix animation test missing some animation events, fix a couple more cases that cause warnings ingame