142,096 Commits over 4,536 Days - 1.31cph!

1 Hour Ago
Sheep and lamb ragdolls
1 Hour Ago
Calf corpses
1 Hour Ago
A few more tweaks to the ragdoll copier to save some clicks Bull ragdoll
2 Hours Ago
Cow ragdoll joint improvements
2 Hours Ago
Fix arrowheads being missing when equipping a pre-loaded crossbow
2 Hours Ago
Compile fix
3 Hours Ago
- Split logic into a seperate .Prediction file - Revert RIgidbodyInfo (not needed anymore) - Move a bunch of bake processing into DoPrepare - Send client simulated projectile at animator speed by sampling last few animator frames - Add support for flares/molotov effects - disable the real entities effects
3 Hours Ago
merge from render_pipeline_testing
3 Hours Ago
fix RRP having been force default enabled
6 Hours Ago
Minor fixes in Demo to Video system Fixed autoplay sequences being choppy at high curtime Fixed thruster effects at high curtime Drop ship and jeep cannon fixes at high curtime Minor fixes * Fixed potential error state in markup.Parse when parsing colors * Fixed string.FormattedTime returning incorrect millisecond value Try to add more info CUtlLinkedList overflow message
6 Hours Ago
- Add a cooldown to the livestock flee trigger so one hit cannot re-fire it through randomIdle or chargeRun - Back off strayed-from-mother and strayed-from-herd for 15 s after a failed walk back - Require a reachable trough or barrel before it wins over grass or shore - Add RegroupSearchRadius so cows can find a herd further than the stray distance - Only send a staggered bull into flee when the hold-ground rule says he would run - Sample two rings and take the nearest spot in the grass and water searches - Record herd distress only when there is an attacker, and spend it on the first charge - Back off the mate search when nobody is found or the female is unreachable - Throttle the shore search after a miss, mirroring the grass search - Collapse graze and drink into shared consume transition and state classes - Share one speed ramp helper across follow, consume, mating and return walks - Add IsHerdMate, IsDependent and a centred FindNearestDependent, and use them everywhere - Wrap the remaining client-compiled FSM members in #if SERVER
6 Hours Ago
Machete first pass refresh anims
Today
sea turtle idle and swim animation
Today
Deploy guides for the 21 heaviest guideMesh deployables switched from LOD0 to LOD1 in the Deployable component, guide tris 209,286 -> 89,540. Furnaces, computer station, lab chair, barrels, kayak, piano, medieval box, jukebox, scarecrow, purifier, repair bench, water catcher, fish trap, table lamp, hazmat plushy, standing mirror.
Today
Fix cows not fleeing sometimes, add tests for bull and cows behaviour
Today
Optimised Small_Engine and SteeringWheel_Tier2 deploy guides. Small engine guide now uses LOD2, tris 23699 -> 5288 Steering wheel guide combined into one mesh from the LOD1 base and wheel, renderers 2 -> 1, guide draws 2 -> 1, tris 11162 -> 4929
Today
Use weapon recoil values to drive haptic rumble duration/strength
Today
spotlight tripod guide combined into one mesh and one renderer. Renderers 4 -> 1, guide draws 4 -> 2, built from the LOD1 parts so 7.6k tris -> 3.8k looks exactly the same
Today
Fix super fast acceleration on cows and sheep
Today
Crystal AR glass material tweaks
Today
tier 3 workbench guide combined into one mesh and one renderer. Renderers 3 -> 1, guide draws 3 -> 1, built from the LOD1 parts and tidied in blender so 7.1k tris -> 2.9k, on the shared guide_opaque material
Today
Bull can kick and charge, protects the herd and moves between you and them. Can play toreador with the bull like with the croc. Herd sticks together when in danger instead of scattering. Fix cows decelerating instantly.
Today
wind turbine guide combined into one mesh and one renderer. Renderers 4 -> 1, guide draws 20 -> 8, rebuilt from the LOD1 parts in blender so 20.9k tris -> 8.2k
Today
Codegen
Today
further optimisation to the boat building station guide mesh guide draws 9 -> 2
Today
Quick rumble/haptics test using a reflection hack for now
Today
merge from render_pipeline_testing (various fixes)
Today
strip all the blending shit, idle just works
Today
hook up igniting/throwing for flare in 3rd person, offset the spawn position of flares
First attempts at spawning predicted grenades at the hand prop position and lerping to the centre of the screen so grenades don't come out of our mouth
Today
Exposed more client commands to be called from the server: - admin.admintime - admin.adminlight - admin.adminreflectionmultiplier - admin.adminambientmultiplier - admin.underwater_effect - admin.underwater_cinematic - admin.underwater_scatter - admin.woundedfreecam - admin.disable_clouds - admin.adminclouds - admin.adminfog - admin.adminwind - admin.adminrain - admin.overrideOceanEnvironmentLerp - global.god
Today
don't do RRP motion blur outside play mode or in non-game view
Today
fix water caustics and contact shadows not working with deferred+ in RRP
Today
Merge from parent
Today
Merge from main
Today
Merge from analogue_steering
Today
Added analogue accelerate/brake support. Mapped to triggers for driving control set. Mapped horn and swap seat buttons/binds. Don't steer when in UI. Updated VDFs.
Today
Marked as saved to config: - espcanvas.MaxNameplates Exposed EspCanvas client commands to be called from the server: - espcanvas.NameplateAutosize - espcanvas.NameplateAutosize_Falloff - espcanvas.OverrideMaxDisplayDistance - espcanvas.DisableOcclusionChecks - espcanvas.ShowHealth - espcanvas.ColourCodeTeams - espcanvas.UseRandomTeamColours - espcanvas.ShowVoip
Today
fix broken frosted glass
Today
Generate and connect animation montages, add hurt and death behaviours + anims
Today
merge from main
Today
clean up animators after removals
Today
add different sleep cycles for critters - rabbits are crepuscular, squirrels diurnal, and bullfrogs don't sleep (bc apparently thats (kinda) a thing)
Today
Delete duplicates and replace the original animals
Today
setting up nailgun refresh prefab/anims
Today
remove squirrel and rabbit interest mechanics 😔
Today
Fixed Paintball Gun not applying the correct colour setting on 1p/3p and overalls Before: https://files.facepunch.com/raul/2026/September/02_18-03-SurefootedBoutu.mp4 After: https://files.facepunch.com/raul/2026/September/02_17-59-FlowerySnowleopard.mp4
Today
First pass on Vendor B for the randomised train tunnel rooms
Rework grenades/thrown weapons to use Rigidbody Info to grab info for prediction before its removed - similar to vehicles
Today
Disabled the Blur Optmized effect on the NVG RRP volume as we had it disabled on the PPv2 volume