146,374 Commits over 4,444 Days - 1.37cph!

16 Days Ago
L4D1 .nav files now successfully load
16 Days Ago
Reduced the amount of flags OR AND and XOR switches are setting
16 Days Ago
Reduced the amount of TryGetComponentRecord calls
16 Days Ago
Extended smoke signals max height, making them visible from further away Added support for the cargo plane to drop different supply drops
16 Days Ago
Circuit merge do not set the whole circuit as dirty + eval pass micro optims
17 Days Ago
Removed duplicate line
17 Days Ago
Added ESPCanvas nameplate distance-based auto sizing https://files.facepunch.com/raul/1b1711b1/17_01-03-SpotlessCowbird.mp4
17 Days Ago
Add comments
17 Days Ago
Fix texture analyzer incorrectly flagging assets as having compression disabled that are NPOT + mipmaps that are part of texture atlases
17 Days Ago
Small tweak
17 Days Ago
Fix primitive servers logging an error when trying to spawn sharks in divesites since the divesite prefabs use empty prefabs to control shark spawn chances
Rin
17 Days Ago
Finer scale Flip degree min/max https://files.facepunch.com/Rin/2026/05/hsxOAUTTY4.png
Rin
17 Days Ago
Tool crate loot pool. Double spawn Lake only spawns https://files.facepunch.com/Rin/2026/05/Unity_qRVXOzMqS6.mp4
17 Days Ago
Fixed incomplete &/or cancelled map downloads writing empty maps to disk, causing reconnecting to break Download the map as a temporary file in the same folder then rename it once complete Additional cleanup on map download failure / cancellation Before: https://files.facepunch.com/raul/1b1611b1/16_16-43-LateGallinule.mp4 After: https://files.facepunch.com/raul/1b1611b1/16_16-52-SwelteringDunnart.mp4
17 Days Ago
fix missing shader parameter used by post process effects
17 Days Ago
No allocations when running the flood fill when rebuilding circuits
17 Days Ago
Updated all SimpleLight prefabs to use the HasPower flag instead of On
17 Days Ago
Updated cinematic controller, fixed existed talking anims and added new sets (generic and host)
17 Days Ago
Simple light don't switch the ON flag anymore, we can just use HasPower and save a setflag when turning a light on/off (they're batched but that saves some overhead)
17 Days Ago
Added a max flag flip per tick per circuit budget too (too many flag changes can stall the client)
17 Days Ago
Circuit budgeting: all circuits share a 0.25ms budget per frame to evaluate. When the budget is depleted mid circuit, we save where we stopped and continue later. The starting circuit is never the same so a single circuit can't eat the whole budget and clog everything Also moved the drain pass to the 1hz battery tick, it doesnt have to run on every tick
18 Days Ago
Optimised the evaluation pass. we now starts from the dirty components specifically instead of evaluating the entire circuit from start to finish When evaluating, if a component output didnt change, we stop there
18 Days Ago
added hanging ivy (hedera helix variegata) models, materials, textures. created 3 decor plant variants
18 Days Ago
FPV drone UI WIP & related files.
18 Days Ago
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
18 Days Ago
Use Azure Artifact Signing
18 Days Ago
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Another consistency pass for resource files * Remove the word "Launcher" from launcher file descriptions - I thought task manager would show "Product Name" field, not "File description" field. * Make all resource files provide a single language ID (was previously US or UK english, sometimes German and Canadian English?) * Updated tool icon slightly * Add icons & version info to all compiled .exe files by our build system Build 64bit gmad/publish, add icons/version, fix some compile warnings Disable Steam Error Reporting as it is apparently EOL'd by Steam * Crash dumps are now generated by the game, not Steam * Moved crash dumps to crashes/ folder. Resolve 64bit tools not loading Build Hammer 64bit Fixed a bunch of Hammer 64bit runtime crashes
18 Days Ago
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18 Days Ago
merge from /main/hackweek_parented_ddraw
18 Days Ago
merge from /main/hackweek_parented_ddraw
18 Days Ago
merge from main
18 Days Ago
Server compile fix
18 Days Ago
Assigning the duration of a ddraw shape / text to -1 will now make them never expire, unless user / server runs ddraw.clear, ddraw.clearid or client reconnects
18 Days Ago
underwater post effect initial
18 Days Ago
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18 Days Ago
Kamikaze FPV Drone - Added gibs
18 Days Ago
Added optional ddraw shape / text identifiers (so they can be individually cleared with the new ddraw.clearid command) https://files.facepunch.com/raul/1b1511b1/15_19-42-FixedSnowdog.mp4
18 Days Ago
updated lr300 sprint pose to anim loop
18 Days Ago
bone knife deploy animation update
18 Days Ago
illuminated pressure pad; - Gibs added - fixed bug on pad stacking on itself
18 Days Ago
Update(tests): even more edge case unit tests - escaped double quotes - split escaped double quotes Tests: ran tests
18 Days Ago
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18 Days Ago
Update(tests): add a couple more edge case unit tests - torn nested string - single quotes nested - torn single quote nested - Added a whitespace to first nested string in all tests to validate trimming Tests: ran unit tests
18 Days Ago
Salvaged icepick anim update
18 Days Ago
- New PoolCueViewModel setup - strip off rotational changes - Update viewmodel rotation based on mountable - New setup for the viewmodel