139,376 Commits over 4,352 Days - 1.33cph!

Today
Optim: use persistent added/removed lists instead of pooled ones Tests: ran unit tests
Today
fixed some pivot issue on door.apartment.b that had it offset compared to others
Today
Bunch of refactoring, shared menu option add function, rework helper functions. Add toggle on/off translation phrases.
Today
Merge: from sv_occlgroups_fix_reinit - Bugfix for ServerOcclusionGroups NRE for players with custom init flow - Unit tests Tests: ran unit tests
Today
More refactor/cleanup
Today
exported 3p workcart idle anim and updated left hand hold ik position in workcart entity
Today
Move to a partial. Add FromOwner checks
Today
Flags cleanup.
Today
WIP Highlight the path the multi-unlock is going to take as a preview https://files.facepunch.com/cipeaX/2026/March/11_11-44-FormalKestrel.mp4
Today
Add keybind to UI
Today
exported edited 3p machete and combat knife attack anims and set shield script on sunken/combat knife entities
Today
Update Firewood Prop LOD Distances and Prefabs Optimized Firewood Prop LODS
Today
Merge from main
Today
Merge: from serverprofiler_linux_fix - Bugfix for server profiler recoirding empty streams or infinitely recording on Linux Tests: perfsnapshot on Ubuntu
Today
Bugfix: ServerProfiler - fix profiler failing to record due to uninitialized variable - release bins built from fe80de3c Tests: ran perfsnapshot on a server on ubuntu 20.04 in wsl
Today
Merge from vertex_normal_debugger_tool
Today
Merge from main
Today
exported 3p idle anims for the arcade
Today
Merge from indirect_instancing_motion_vectors
Today
Merge from indirect_instancing_shutter_frame_fix
Today
Merge from weather_fix
Today
Merge from midijack_win11_update
Today
Merge from deep_sea_planter_fix
Today
Merge from lantern_deployable_on_rock
Today
Merge from mature_stage_duration
Today
Make charms field private on viewmodel
Today
Increased the mature stage of growable plants to 24 hours (was 14) Affects black, blue, green, red, white, yellow berries Corn, Hemp, potato, pumpkin, wheat Growable flowers were already over 24 hours so they're unaffected
Today
Add a new ForceServerIncludeMesh asset label that we can use to quickly opt in meshes to server build Applied to modular car lift
Today
Merge from main
Today
Adjust grid on full screen dialog
Today
Load fix Fix escape not closing attachment screen
Yesterday
Basic flow for swapping out attachments at any time via inventory screen
Yesterday
Unsaved 3p rotator changes
Yesterday
Kiosk trim textures continued
Yesterday
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Yesterday
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Yesterday
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Yesterday
Set PlayerBoat.CannonHitSlowdownMultiplier to 0 and remove it as a convar (no cannon hit slowdown)
Yesterday
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Yesterday
more cleanup of charms folder, rebuilt prefabs of both v and w ,first pass on w
Yesterday
Merge from main
Yesterday
Add functionality for triggering a viewmodel camera animation to start a lerp back to default values, to smooth out the otherwise abrupt exit when a viewmodel gets cleared Mostly functional tool to make enabling this viewmodel camera behaviour a bit easier Add some extra easing helper functions to LeanTweenHelpers
Yesterday
Network punch angle at full precision * Since its networked only to the local player (and spectators?), it should be fine to full blast it Switch more interpolation code to doubles Fixes jittery viewpunch at high uptime C_BaseEntity::Interp_Interpolate, m_lastInterpolationTime IInterpolatedVar::Interpolate
Yesterday
Fixed some compile warnings
Yesterday
Try to fix OSX not compiling
Yesterday
Update Linux vphysics * This makes additional changes that need a close eye on them: * Deletes libstdc++.so.6 from game folder * Enables Valve's memory allocator override, which is required for new vphysics
Yesterday
apartment doors added
Yesterday
Folder cleanup and final tweaks - Set projectile to new mesh - Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
Yesterday
turn off can wield while mounted to fix animation issues (temporarily), fix prefab
Yesterday
Rework the tech tree UI to work with multi-unlocking, now shows "unlock path" and displays path cost when you can unlock the whole path, single item cost displayed above The holdtime when unlocking via long mouse press is now longer if its a multi-unlock Make the button texts translated (they never were??) Fix an old bug where the total cost UI would stay visible and floating when switching tech tree pages