162,319 Commits over 4,597 Days - 1.47cph!
Add screen depth collision for particles
Add placement rules for particles
Use foliage shader lighting for particles
Respawn drifted particles
Add ground litter wind and displacement
Add ground litter particles
Extract terrain compute inputs from FoliageGrid
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Moved the code lock and main menu panels scripts next to their screens
Fixed missing pie menu animations
Give the hub its own markers, no map and no death screen on arriving
Upload custom client debug builds from their own folders
Reduced gun wear from base of 1 (player weapon wear) down to 0.75
* Added second HP bar displaying the condition of the weapon and added an ammo counter to the turret. Needs a hammer and building auth to see the stats, no longer needing to turn the turret off to check out how much ammo is in it.
* https://files.facepunch.com/el-hog/2026/November/13_16-15-ZestyPilchard.mp4
Flash strength, length, deafness and name tag visibility are set per zone: inner 2m, mid 6m, outer 10m
* Looking away no longer helps in the 2m zone, it still reduces the 6m and 10m zones
* Name tags vanish on the bang and fade back in over time, 2m zone being the longest, 6m zone being short and the 10m zone not being affected
* Deafness lasts longer on the 2m and 6m zones
* Being heavly flashed now also muffles sound the way the heavy plate helmet does
* Values are WIP, effect should be longer, probably
* https://files.facepunch.com/el-hog/2026/November/13_15-06-ValidQueenbee.mp4
Full damage within 1.75m, falling off to none at 3.75m (was 2m / 6m)
* Shrapnel adds 30 bleeding within 2m, fading to none at 8m
* Shrapnel bleed needs LOS
* Explosion effect now throws visible shrapnel streaks that stop on impact
* Values are very WIP
* https://files.facepunch.com/el-hog/2026/November/13_15-03-OddAnteater.mp4
Prototype of storing demos for every player encrypted and locking down playback
Use low freq noise snow height and apply static displacers
* https://files.facepunch.com/dayaan/2026/November/SnowDisp_Test.mp4
Terrain vertices outside the snow patch skip the snow sampling
Snow patch mesh replaces the fine terrain rings, stamps get ragged edges
Tweak snow displacement params
snow surface gets rolling lumps, and tracks push up berms beside them
Terrain geometry snow displacement
players, NPCs and vehicle wheels now leave tracks in terrain snow near the camera
Fixed no 3rd person sfx when a player revives another player with a syringe
Fixed flamethrower fire not working in first person
Use separate water displacement target to foliage displacement pass for sharper waves
Displace the ocean surface with ripple heights
Add water waves profiling and tidy-ups
Add GPU water ripples driven by foliage displacement
Added support for AAC and mpd audio streams
A bunch of reliability fixes to the radio streaming system
* Streams should now be framerate independent (fixes distortion when a client is alt-tabbed and switches to a low framerate)
Better handling for dropped connections, retry the stream connection
Fixed some ordering issues
A couple of tests in prep for future refactor
Put hackweek_project_outpost on Aux3 again
Dress the hub, keep players to its yard and deploy from the manhole
Put extraction balloons clear of trees, and stop them crushing raiders
Count the safe pocket as carried, and clear the map after a raid
updated hawk model with lods, tweaked flock parameters and added a hawk interest zone for cliffs
added preliminary hawk sounds and set the assets up
set up prefab and flock asset.
added hawk model, material, textures
Open prefetched loot with the same path as normal loot
Prefetch furnaces & corpses too
Try rendering weapon icons with their attachments showing
Gated all of the new rain features behind a graphics.advancedweather convar
* Good news is the convar doesn't seem to change perf at all so these changes were very performant
Merge remote-tracking branch 'origin/main' into hackweek-rainy-days
- Fix extreme cases with workshop icon leftside buttons
- Add temp fix for missing RunConsoleCommand on MacOS
- Bring back symbols for select Linux32 SrcDS binaries
- Specifically for engine, server, dedicated, lua_shared, tier0, vstdlib
- Minor tool adjustments
- HLMV - display sequence name when displaying sequence activities
- HLMV - give tooltip to the radio buttons in Sequences tab to explain what they do
- Hammer - Mention Right Click (+Alt) in texture picker UI so it's not hidden esoteric knowledge
- Base sequence activity modifier support
- HLMV, StudioMDL support
- Added Entity:SelectWeightedSequenceFromModifiers( act, seq table<string> )
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Guard monuments by tier, with weaker factions under the scientists