144,582 Commits over 4,413 Days - 1.37cph!
Fix crash with lua_dumptimers_cl when timer names are very long
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
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.
Trace debug commands, logs when something happens on a circuit
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
illuminated pressure pad;
- add baked textures for preview, not yet textured
illuminated pressure pad;
- remove redundant texture
remove debug print in WaterRendererFeature
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
merge from interaction_toast_banned_fix
Better checks for when to display "Banned/Kicked from the server" in the interaction toast on disconnect
- Add a spline around the table
- Interacting sends request to mount at closest part of the spline (to the player)
merge from automated_testing
merge from automated_testing
Editor only codegen, codegen
merge from automated_testing
merge from automated_testing
- Better world spline inspector
- Methods to find closest point on a spline to a world position
Added RRP support for the dev-only shadow convars
m16a2 update. gamemesh and wip textures
exported updated 3p sprint animation
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
Dont network ball rotation - its just calculated on the client from velocity information
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
Fixed Linux compile error in dedicated.so
Added Player.GetFlashlightColor
Added new Hammer inputs from TF2
* SetModel, SetCycle, SetPlaybackRate
Add missing LuaJIT2.1 files
Probably fix Linux build errors
Add drag to the pool ball velocity
Fixed looping gestures fading out after a single loop (but not actually ending)
merge from mortar_prototype
Fix animation handles not being freed on mortars/cannons in demos
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
set idle stand timescale to 1 on player animation controller and edited 3p crouch and stand idle anims
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adding models and final prefab for the nova apartments sign
added renderer batch on new bench prefabs
some tweaks to scene
Only run physics updates if any of the balls have velocity
Fix for new head hierarchy
Since eyes are in their own renderer now we can use the existing eye skinmaterialtype