156,077 Commits over 4,536 Days - 1.43cph!

4 Months Ago
Adjust both arms curve on torch attack animations
4 Months Ago
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4 Months Ago
Created a new Wearable Variant Creator Window, simple tool that lets us make new premade skeleton variants Presents a list of every wearable in the project, can pick and choose which items you want and it then produces a new prefab with the skinned meshes setup and LODs stripped Keeps prefab links to original clothing so this shoud be more future proof as we modify/update clothing
4 Months Ago
Move to new folder
4 Months Ago
Update: pool.usemutexpool convar (default 0) to optionally revert to original pool - ran codegen(skipping protobuf due to mac weirdness) Tests: booted into craggy and toggled the var. Checked pool capacities via pool.print_memory
4 Months Ago
merge from automated_testing
4 Months Ago
Moved server block in TestScenario_RocketSplashDamage
4 Months Ago
Don't catch exceptions in WrapTestAsCoroutine
4 Months Ago
Optimise mission objectives which dynamically update mission location to nearby target entities - Use a defined layer mask which matches that which the target entity/s will be found on, was previously doing a physics cast on every layer - Rework how entities are defined as valid for each objective to remove allocations - Now run the location updates entirely clientside where possible, it is only used for UI things and doesn't need to be run serverside if a valid entity is in range On our mission testing map brings serverside cost per 1s tick from ~0.4ms to ~0.07ms clientside and now garbage free
4 Months Ago
Bug fixes and optims, only snapshots dirty slots
4 Months Ago
Fix steamworks.GetDownloadedItems returning nothing sometimes * When subbed item count == downloaded item count Resolve some pointer truncation issues for 64 bit builds Minor merges from x86-64 Fixed a number of 64bit compile warnings More 64bit compile warning fixes More compile warning fixes & TF2 SDK merges More 64bit merges & fixes Added Player.GetFlashlightColor Added new Hammer inputs from TF2 * SetModel, SetCycle, SetPlaybackRate Remove con_logfile from code * Fixes complaints about it missing when running certain commands Cache sound durations to avoid file parsing every time Apply some more Windows manifest changes from TF2 SDK * Use modern common controls stylings * Mark as DPI aware to avoid our window getting scaled More 64bit fixes Prevent give concommand creating certain entities More 64bit compile warning fixes Fix crash with lua_dumptimers_cl when timer names are very long
4 Months Ago
Added cube variants of the br_sphere family, CubeEntity with size lerping support https://files.facepunch.com/raul/1b1311b1/cube_vis.jpg https://files.facepunch.com/raul/1b1311b1/cubes_showcase.mp4
4 Months Ago
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4 Months Ago
Fix crash with lua_dumptimers_cl when timer names are very long
4 Months Ago
Remove con_logfile from code * Fixes complaints about it missing when running certain commands Cache sound durations to avoid file parsing every time Apply some more Windows manifest changes from TF2 SDK * Use modern common controls stylings * Mark as DPI aware to avoid our window getting scaled More 64bit fixes Prevent give concommand creating certain entities More 64bit compile warning fixes
4 Months Ago
Increased LOD2 on the apple tree again... Added a very small chance for apples to fall just by hitting the tree (this will not happen to trees with beehives on). https://files.facepunch.com/LukeD/2026/05/Unity_ZUViSdEn7h.mp4 Now I can finally work on my magnum opus, adding coconuts to trees in the deep sea.
4 Months Ago
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4 Months Ago
Trace debug commands, logs when something happens on a circuit
4 Months Ago
illuminated pressure pad; - game model added. - pressure pad lights up in two conditions; when power is sent or when power is recieved. Which now allows burst of power to illuminate the pad for a small time. - updated material, prefab and icon. https://files.facepunch.com/curtis/1b1411b1/14_03-08-CadetblueOlingo.mp4
4 Months Ago
illuminated pressure pad; - add baked textures for preview, not yet textured
4 Months Ago
illuminated pressure pad; - remove redundant texture
4 Months Ago
remove debug print in WaterRendererFeature
4 Months Ago
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
4 Months Ago
merge from interaction_toast_banned_fix
4 Months Ago
Better checks for when to display "Banned/Kicked from the server" in the interaction toast on disconnect
4 Months Ago
- Add a spline around the table - Interacting sends request to mount at closest part of the spline (to the player)
4 Months Ago
merge from automated_testing
4 Months Ago
Missed one
4 Months Ago
merge from automated_testing
4 Months Ago
Editor only codegen, codegen
4 Months Ago
merge from automated_testing
4 Months Ago
Compile fix
4 Months Ago
merge from automated_testing
4 Months Ago
- Better world spline inspector - Methods to find closest point on a spline to a world position
4 Months Ago
testlist
4 Months Ago
Added RRP support for the dev-only shadow convars
4 Months Ago
merge from main
4 Months Ago
m16a2 update. gamemesh and wip textures
4 Months Ago
exported updated 3p sprint animation
4 Months Ago
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
4 Months Ago
Better bounds
4 Months Ago
Codegen
4 Months Ago
Dont network ball rotation - its just calculated on the client from velocity information
4 Months Ago
Added a better way to handle the pipeline asset cloning to allow for settings to be set on the cloned asset before RRP is toggled on
4 Months Ago
Added ball rolling
4 Months Ago
missed file
4 Months Ago
Fixed Linux compile error in dedicated.so
4 Months Ago
Added Player.GetFlashlightColor Added new Hammer inputs from TF2 * SetModel, SetCycle, SetPlaybackRate Add missing LuaJIT2.1 files Probably fix Linux build errors
4 Months Ago
Add drag to the pool ball velocity
4 Months Ago
networking tweaks