128,858 Commits over 4,201 Days - 1.28cph!

15 Days Ago
Always enable the sleeping animator if the player is within 10m, lets the very subtle sleeping animation that I had never noticed before play as intended
15 Days Ago
Get rid of the pooling for SteamFriend to fix game invites going to the wrong player
15 Days Ago
Disable player animators on players that have been sleeping for more than 10s In a scene with 200 sleepers this drops animator handling time from 7.2ms to 0.3ms Automatically resumes once player wakes up, seems like no visible consequences
15 Days Ago
Merge from main
15 Days Ago
Fix menu prefabs not preprocessed in place after death_screen_optimize merge (broke Use Bundles too)
15 Days Ago
Added some light LODs to the bounce lights on the static phonebooth, they would have rendered at all times while in network range
15 Days Ago
Possible fix for AmbientLightLOD not properly enabling lights after a bug fix for the jungle update Seemed to affect lights that didn't use a CullingVolume Also removed an allocation every time a player enters and exits the lights range
15 Days Ago
Replace all displacement textures with shapes, switch off blending for now, use vertex position to sample displacement instead of instance pos (except of grass case), squash foliage towards centre relative to displacement vector, use quantized vertex colours to attenuate, and rework directional height for better blending.
15 Days Ago
BaseMountable compile fixes
15 Days Ago
Compile fixes: copyboat_cl was a ServerVar, swapped it to a ClientVar Codegen
15 Days Ago
Compile fix
15 Days Ago
scientist_rhib_gameplay_pass_2 -> naval_update
15 Days Ago
Can no longer insert items into the production slot of the chicken coop
15 Days Ago
Make the PT boat turret immortal for good measure
15 Days Ago
More loot changes
15 Days Ago
When spawned in the deep sea: scientist RHIBs will generate loot in their dry boxes (not balanced)
15 Days Ago
Merge from oct2025_merge
15 Days Ago
Add PlayerAnimation_premerge_oct2025 controller for reference
15 Days Ago
Merge from oct2025_merge
15 Days Ago
Mark clothing fbx's as non r/w
15 Days Ago
Merge from main Stomped player animation controller changes (sorry)
16 Days Ago
boat_ai_optimisations_2 -> naval_update
16 Days Ago
Increase interest intensity
16 Days Ago
Fix boken avoidance logic after our move to jobs
16 Days Ago
boat_ai_optimisations -> naval_update
16 Days Ago
merge from main
16 Days Ago
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16 Days Ago
16 Days Ago
boat_ai_optimisations_2 -> naval_update
16 Days Ago
Light sleeping: - wake boats up occasionally to wander around - wake, wander a bait then go back to sleep
16 Days Ago
Added sleepy system to boats Boats will sleep when the lose all targets and have lost them for x seconds
16 Days Ago
updated bed with new model with better uvs, updated lods, gibs, prefab, workshop file, skinnable asset - still need to do corpse prefab and test
16 Days Ago
boat_ai_optimisations -> naval_update
16 Days Ago
Fix missing await when writing file to cache in WebUtil.DownloadFileTemp
16 Days Ago
Try to fix windows server console flickering - only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines - only redraw status text when we recieve status update - switch from 20 fps -> 50 fps (via Task.Delay()) - remove input.Update() redrawing the input line every 0.5s
16 Days Ago
When generating deep sea content, make sure it picks all prefab variants before randomising Fixed active rhibs list not being cleared
16 Days Ago
16 Days Ago
merge from main -> hotbar_food_eating
16 Days Ago
Use idle sail anim when sails are wind blocked, high wind sail when not blocked.
16 Days Ago
16 Days Ago
Fixed deep sea portal map marker position Make sure it doesnt dupe itself
16 Days Ago
skull torch setup
16 Days Ago
Fix refcount leaks due to render.Pop/PushFilter functions This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf Added MAX_PLAYER_BITS VRAD: Enable static prop lighting (vertex & lightmap) with `-fast` * Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster. * Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field) Minor model rendering changes from cs:go * Mostly null checks, etc. Prevent crashes with vertexSize of 0 on materials * Will now use error material instead, and SPAM you about what material is wrong Fix a crash on game exit to do with models Clear "missing" flag on all materials when a map is started loading
16 Days Ago
merge from cannon_animation
16 Days Ago
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
16 Days Ago
merge from naval_update
16 Days Ago
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
16 Days Ago
merge from copy_paste_boats -> naval_update
16 Days Ago
Add `copyboat` command - functions identical to 'copybuilding' but has a bit of special handling for boats - add "GetRootParentEntity()" to BaseEntity to get the highest level parent - fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water