125,568 Commits over 4,171 Days - 1.25cph!
Socket name fixes.
Manifest
Prefab updates.
Fixed battering ram impact effect string pool warning
merge from steaminventory_descriptions_fix
merge from store_typo_fix
Fixed a typo in the legacy wood store page
Updated shipping container store page desc
Fixed steam inventory item modals failing to find a fallback description and ending up using the prefab placeholder description
Stair localization fixes.
Stair wood setup.
Initial stair prefab setup.
Test save update.
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merge from baseplayer_serverupdateparallel
merge from indirect_instancing_fixes
merge from s2p_flatten_fixes
Less hacky shoreline wetness fix using 2D distance instead
Fix terrain shadows, add vertex normal map sampling, use terrain heightmap instead of height slope map, change LOD slider into min/max slider for more control, and add convar for terrain renderer toggling.
Run scene2prefab (skip hlod)
SceneToPrefab flattening bug fixes
* Don't flatten UI objects
* Don't flatten anything under AIInformationZone
Log commands ran by admins to a log file
- rotate daily log files
- log any command ran by admins (including useless commands like "swapseats") so it works with modded servers as well where permissions can be all over the place
- mark how each command was ran (server console, rcon, player) as well as some information about the user who ran it
- enabled by default, can be disabled with startup parameter `-disableconsolelog`
Fix issues with `catapult.reload` admin command
Previously passing "5" to load a player didn't work correctly with multiple catapults in the world as well as some other minor inconveniences
Add descriptions
New `debug.fillmounts` command - spawns and mounts a player on every mount point in a radius for testing
https://files.facepunch.com/cipeaX/2025/September/06_21-05-CharmingCanine.mp4
Add admin convar `enable_marker_teleport` - if set to true, right clicking on the map will teleport you to that location instead of placing a marker
Bear now harvests for 20 meat instead of 19
Fix not being able to place barricades on ice lakes when too close to another monument
S2P ice lakes
merge from water_pump_power_fix
merge from killbees_restore
merge from pickup_toasts_localization_fix2
merge from fix_premium_sorting
Stop preprocessing wearables with rig stripping enabled because it breaks the workshop icon generation
Switch the following behavior from gamemode fields -> convars
- mapenabled
- hideplayeronmap
- hideplayermapdirection
- fogofwar
- fogofwarrevealsize
- compassenabled
Minor Hammer cleanups from CS:GO
* No functional changes besides some nullptr checks
Fixed potential issues with Hammer (from CS:GO)
* CTextureSystem::ReloadMaterialsUsingTexture optimization
* Some entities such as info_ladder_dismount get proper colors from FGD
* Disallow creating "Auto" visgroup manually
Minor cleanups
Minor VBSP/VRAD cleanups
Hammer/VBSP support for 4 way displacement painting
Implement particle picker for Hammer
Fixed visual and undo bugs with CMapSweptPlayerHull (func_useableladder)
WIP on injection of food item data to "snackhub" generic entity and generic viewmodel
Tune generation param so that hires navmesh tiles have the same size as lowres ones, for easier stitching
Add multi command execution to console UI + multi line autocompletion.
- Speed up geometry collection (lots of culling was actually losing perf when done at scale and relying on recast chunkyMesh)
- Fix terrain gen being very low res and not respecting alpha (go back to using existing baked terrain code we were using before)
Add multiline support to dev console
merge from main -> naval_update
merge from naval_update -> deep_sea
Casino progress / better curtains
security tower rename material
- Speed up tile rebuild
- Fix tile rebuild giving very different results from initial build
Can only bunnyhop:
1. Once every 3 seconds
2. When grounded
3. When not waterlogged
4. When there is at least 10% sprint percentage remaining
Bunnyhop now:
1. Uses correct physics calls to make a nice jump
2. Uses a relative force to account for slopes
3. Jumps higher at faster speeds
4. Jumps get scaled by the sprint percentage remaining
5. Consumes 10% sprint percentage
https://files.facepunch.com/jacob/1b0511b1/Unity_Aa2i1beFhS.mp4
https://files.facepunch.com/jacob/1b0511b1/Unity_npssU8l2Br.mp4
Optim: Get rid of allocs in BradleyAPC::DoPhysicsMove
Tests: loaded monument island with a launch site, verified bradley spans and rides around. in profiler DoPhysicsMove had 0 allocs
Set dressing supplies barge