130,414 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Add water depth check to ValidatePosition when re-positioning. Allow shallow water but nothing more.
                
                
                
                
             
         
        
        
            
            
            
                
                Fix delayed triggers after repositioning.
                
                
                
                
             
         
        
            
            
            
                
                Bunch of refactoring.
Fix double strikes.
Reduce reposition delay.
                
                
                
                
             
         
        
            
            
            
                
                Setup LOD on vine line renderer
                
                
                
                
             
         
        
        
            
            
            
                
                Applied same fix to double wood door, double armored door and factory door (not working atm)
                
                
                
                
             
         
        
            
            
            
                
                Fixed doors and garage door gibs not being skinned
                
                
                
                
             
         
        
            
            
            
                
                Merge from hackweek_reduce_copies_2
                
                
                
                
             
         
        
        
            
            
            
                
                Update protobuf code generator (added back ReadUInt64 overload for array/span)
                
                
                
                
             
         
        
            
            
            
                
                Fix crocodile briefly sinking to waterbed just before exiting water, instead of smoothly transitioning from surface to land
                
                
                
                
             
         
        
        
            
            
            
                
                Added con_bgalpha/border to blocked convars
Fixed typo in Extra console dropdown
Fix white-on-white text color for pressed-in DMenuOptions
Minor cleanup
Remove unused member variable from keyvalues class
Fixed DTextEntry autocomplete clicks not functioning
Try to prevent infinite loops when firing bullets from OnTakeDamage
There was a weird behavior with it applying the first bullet's damage over and over again if using Entity.FireBullets from EntityTakeDamage
Reveamp scoreboard player volume scroller thing
So it's more obvious that you can scroll
https://files.facepunch.com/rubat/2025/April07-1255-ValuableGemsbok.png
                
                
             
         
        
            
            
            
                
                merge from io_networkcache
                
                
                
                
             
         
        
            
            
            
                
                Updated kapok mesh and prefab
Added swinging vine texture 
Created a viewmodel vine mesh
                
                
                
                
             
         
        
            
            
            
                
                Update wolf night eyes effect
                
                
                
                
             
         
        
            
            
            
                
                Re-enabled network cache on RF and RC entities, not needed anymore
                
                
                
                
             
         
        
            
            
            
                
                Enable croc eyes shining in the dark
                
                
                
                
             
         
        
            
            
            
                
                Fix tiger and panther eyes not shining at night (eyes parented to wrong bone)
                
                
                
                
             
         
        
            
            
            
                
                Fix tiger and panther eyes not shining at night (eyes parented to wrong bone), previous commit didn't go through
                
                
                
                
             
         
        
            
            
            
                
                Face towards player when re-appearing
                
                
                
                
             
         
        
        
        
            
            
            
                
                Optim: use Burst to generate commands in GamePhysics.OverlapSpheres
- It used to be there, but lost it during refactor
Tests: unit tests
                
                
                
                
             
         
        
            
            
            
                
                Clean: minor changes to GamePhysics
- Renamed batch methods to be plural
- Split GamePhysics.CheckSphere<T> to separate OverlapSpheres
- added profiling scopes
Tests: unit tests
                
                
                
                
             
         
        
            
            
            
                
                Fixed vine renderers not spawning on proc gen
                
                
                
                
             
         
        
            
            
            
                
                merge from high_walls_skins
                
                
                
                
             
         
        
            
            
            
                
                Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
                
                
                
                
             
         
        
        
            
            
            
                
                Obscure vision overlay improvements
                
                
                
                
             
         
        
        
            
            
            
                
                Update: move RemoveTerrainMask to GamePhysics
Tests: unit tests
                
                
                
                
             
         
        
            
            
            
                
                Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize
Tests: ran unit tests
                
                
                
                
             
         
        
            
            
            
                
                Update: split GamePhysics.CheckCapsule<T>
-  forbid CheckCapsule(batch) from returning ColliderHits - this is to better represent relationship to non-batched CheckCapsule
Tests: unit tests
                
                
                
                
             
         
        
            
            
            
                
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                Move the npc radius check after the filter radius check in the spawning flow, as it's cheaper if we early out at the filter stage
                
                
                
                
             
         
        
            
            
            
                
                ▊██▌▋▉: ▌██▅▉▆▇▌.█▅▄▋▊▅▄▋▌▆▌▋▄▆▉▉▋ - ▅▅▊▅▊▆▋ ▄▄▊▅▆▋ ▋▅▆▍▋▌▊ ▊▌█▋▍▊▆ ▄▍█▉▌▍█ █▅▊▊▋ ▌▆▋▉ ▉ ▌█▄▉▊▉▅▉▋▌▅.▇▋▌▆▄▄▋▄▊▄▇▇
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                Fix too few crocs and tigers, new spawning filter
                
                
                
                
             
         
        
            
            
            
                
                Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
                
                
                
                
             
         
        
            
            
            
                
                - Fixed budgetted visuals not working when vine needs to move its end point to point in the destination (still not perfect)
- Auto set rope length in SwingingRope instead
                
                
                
                
             
         
        
            
            
            
                
                resized the jungle building skin textures to final rez - fixed floor.triangle missing its jungle skin script
                
                
                
                
             
         
        
            
            
            
                
                Missed Snake Spoiled Meat Material file
                
                
                
                
             
         
        
            
            
            
                
                Setup Snake Raw, Spoiled and Cooked Meat
Updated Snake Raw Textures
                
                
                
                
             
         
        
            
            
            
                
                Added ladder trigger volume to zigg water tank
                
                
                
                
             
         
        
            
            
            
                
                ▇▇▊▍█▆: ▊█▋▄▆▇▋▉.▊▇▅▄▆▋▅▆█▇█▋▄▊▋▆▉ - █▉▇▆▄▊▆ ▊▅▍▇▆▆▇ ▌█▋▇ ▍▄▇▊ ▉ ▍▄▍▇█▊▆▍▋▉█.▌▌█▆▉▋▌█▅▌▌▄(▆▄▊▇▇) ▆▋▆▆
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█▊▉▄▍: █▇▍▄ █▆▌▌▌ + ▆▌▄▄ ▄▆▉▆▋▊▋▍
                
                
                
                
             
         
        
            
            
            
                
                - Fake Physics rope can now manually have its update methods ran
- Vines are now updated in budgeted update like before
                
                
                
                
             
         
        
        
            
            
            
                
                Update: adding GamePhysics.CheckCapsule(batch)
Last factored out func - should be able to complete refactor shortly
Tests: none, will integrate to tests next
                
                
                
                
             
         
        
            
            
            
                
                lowered normal intensity on zigg exterior concrete layer to nominal value as stronger values make projected decals display incorrectly