145,839 Commits over 4,413 Days - 1.38cph!

16 Days Ago
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16 Days Ago
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16 Days Ago
merge from main
16 Days Ago
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring
16 Days Ago
Some model related merges from TF2 SDK/main Throw on some debug output
16 Days Ago
hackweek illuminated pressure pad; - placeholder model and emissive for pressure pad skin. - pad illuminates in the same fashion as the illuminated buttons when it has power supplied. https://files.facepunch.com/curtis/1b1211b1/12_05-05-ScholarlyYardant.mp4
16 Days Ago
Initial baseline to AudioSourceEntity Prefab setup, manifest, protos https://files.facepunch.com/raul/1b1111b1/11_20-53-MediumgoldenrodRoebuck.mp4
16 Days Ago
Unity 6.3.15f1
16 Days Ago
Merge from unity_6.3.11
16 Days Ago
Re-hide the recently unhidden "Failed to load" messages on Windows Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex Fix some more prediction errors * HL1 357 & crossbow zoom * HL2 crossbow zoom Fixed prediction errors with SLAM * Also fixed it not using world clicker aim angles * Fixed it trying to play non existent TripmineGrenade.StopSound * Disable unused "attach satchel" code (different from attach tripwire) * Disallow switching to tripwires or back while throwing/attaching slams Fixed prediction errors with HL1 satchel Predict hornet gun ammo regen Groundworkd for HLS RPG prediction error fixes (req networking changes) Rework missing Steamworks API checks * Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob" Fix 64bit high curtime HUD animations Turn some stuff to doubles in relation to networking * Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused) Add VPROF to CLuaGamemode::CallReturns Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex NPCs ignore spectating players Various changes from TF2 SDK * Adds CFuncNavCost::InputToggle Hammer input * Various fixes Restore hud_draw_fixed_reticle as alt texture for default crosshair Add Projects only build script for windows
16 Days Ago
Rework missing Steamworks API checks * Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob" Fix 64bit high curtime HUD animations Turn some stuff to doubles in relation to networking * Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused) Add VPROF to CLuaGamemode::CallReturns Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex NPCs ignore spectating players 64bit client and server build fully, launch, and run (using x86-64's LuaJIT) * CEF and LuaJIT remain 64bit CEF Various changes from TF2 SDK * Adds CFuncNavCost::InputToggle Hammer input * Various fixes Minor changes from x86-64 beta Restore hud_draw_fixed_reticle as alt texture for default crosshair
16 Days Ago
Finalized D. B fixes. Scene backup.
17 Days Ago
Fixed apartment lights having a bunch of unintended culling layers and causing warnings.
17 Days Ago
Various D fixes.
17 Days Ago
Cleaned C and set correct layers.
17 Days Ago
Update SetFlag to accept a specific update/send type. Makes it less easy to make the mistake of doing multiple send network updates in one go and allows for some neater one-line invokes Added some SetFlags methods that accept multiple flag set arguments, allows setting multiple flag values in one go before doing a single send and avoids multiple invokes of OnFlagsChanged
17 Days Ago
Shifted a sign for render order purposes.
17 Days Ago
Fix item pooling error when demo scrubbing (copying over flavien's changes)
17 Days Ago
Finalized A/B
17 Days Ago
Some reserialized metas
17 Days Ago
Updated some legacy input code to use the new input system
17 Days Ago
mosaic from previous hackweek
17 Days Ago
Lights only at night. More B fixes.
17 Days Ago
Layer fix
17 Days Ago
Merge fixes
17 Days Ago
Refactored stuff for the layer warning.
17 Days Ago
Merge from main
17 Days Ago
Subtracting dont_bake_on_load
17 Days Ago
Renamed Pie partial class file
17 Days Ago
merge from main
17 Days Ago
First floor fix
17 Days Ago
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17 Days Ago
New tier 1 healing item - Medical honey bandage https://files.facepunch.com/LukeD/2026/05/Unity_eO0Pwpt7V0.mp4
17 Days Ago
update manifest
17 Days Ago
Use MinimalBatchRendererGroup shader
17 Days Ago
RRP: Add MinimalBatchRendererGroup shader
17 Days Ago
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17 Days Ago
Basement fixes
17 Days Ago
Generator, switch and light use the new IO system Got a simple circuit working
17 Days Ago
Removed debugging command Tests passing - menu entry imageId and sprites load correctly
17 Days Ago
Apartments complex basement progress
17 Days Ago
merge from BDU_set
17 Days Ago
Clear movement properies on ballistic helmet
17 Days Ago
Submit identity array as visibleInstances, allowing BatchRendererGroup to function
17 Days Ago
Entity bridge first pass Added debug commands
17 Days Ago
Merge from PlayerRigUpdate2
17 Days Ago
Mid length hair male conditional meshes
17 Days Ago
merge from main
17 Days Ago
Added custom pie menu support (baseline)
Rin
17 Days Ago
spawn tweak