157,677 Commits over 4,536 Days - 1.45cph!

8 Days Ago
Apply the item position on the Loadout UI icon slots if applicable https://files.facepunch.com/raul/2026/September/22_22-19-FixedHellbender.png https://files.facepunch.com/raul/2026/September/22_22-20-PertinentWeevil.png
8 Days Ago
Fix the deployment being the wrong way around
8 Days Ago
Add blinking 'processing' and 'blocked' text on the info display
8 Days Ago
Ok fine allow buildings to define multiple exteriors - even though theoretically there can only be a single exterior per base it gets funky in it's current implementation when not all building blocks are handled by base occlusion so you can have separate sections of a base that aren't connected with faces but are both outsides (example: connecting external TC with ramps)
8 Days Ago
Exclude high walls from room occlusion (since they are always considered outside structures)
8 Days Ago
Fix bases being able to define multiple outsides of the base - collapse to a single outside when interior rooms incorrectly are flagged as interior
8 Days Ago
Bugfix: fix invalid takeover data for crystal ak Accidentally copied pack even though it hasn't one when manually resolving Tests: navigated to page, crystal ak displays as intended
8 Days Ago
Added a per-stage benchmark measurement harness before moving onto experimental optimisations. To be used to measure future improvements and map changes. - ProcgenStats: time per-stage, number of prefabs placed, placement hash, counters (filter calls, radius scans, texel reads, anchor scans, monument attempts). - ProcgenBenchmark: editor tooling to generate maps for queued seeds and writes a CSV row per-stage. One map per play session, exiting play mode after each generation. - Powershell scripts to drive the editor benchmarks and compare CSV outputs by hash and stage time
8 Days Ago
Bugfix: store.refresh now restarts the tab Fixes tab having only default-initialized tiles Tests: ran refresh while on general tab
8 Days Ago
Post merge fixes
8 Days Ago
merge from main fix conflict in ConversationData, bumped VehiclePadRepaired condition type
8 Days Ago
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8 Days Ago
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8 Days Ago
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8 Days Ago
Update: HttpImage - permit multiple requests for same url Fixes clurred images for overlay pages where first button shares sprite with full screen image but has different settings Tests: navigated to coconut underwear page - loaded both
8 Days Ago
merge from procgen_visualiser
8 Days Ago
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8 Days Ago
merge from main
8 Days Ago
Merge from critter_animals
8 Days Ago
Indicator + light notify LOD
8 Days Ago
Rollback changes to addon whitelist * It caused issues on Linux builds with addons that use non English characters Add some panel related hacks to account for community made addons Enable override of suit/health charger entities & combine mines Add possible solution steps to "Failed to init Steamworks" crash Remove half-working spawnmenu-only check from citizen RPG check * In hindsight it wouldn't work with player squads anyway, so just enable all citizens with RPGs to attack gunships, don't try to lock it to spawnmenu-spawned citizens only. Add more entities to Lua override-able list * filter_activator_context, game_player_equip, trigger_push, ambient_generic Fix double notifications when hitting Sandbox vehicle limit Updated a whole bunch of built-in spawnicons * About 600 of them * Touches some PHX props, a few HL2 props, most of the TF2 props in the default spawnlist Update default spawnlists * Rearranges some stuff to better group similar items Update TF2 weapons spawnlist Slightly adjust L4D1 and Portal spawnlists Added more allowed entity overrides * item_battery, item_healthkit, item_suit, item_longjump * func_pushable, func_healthcharger, func_recharge * Half-Life: Source ammo entities * weaponbox, speaker Added Satchel entities to override whitelist + func_tankmortar
8 Days Ago
Merge from animal_fence_sound_polish
8 Days Ago
First pass on jellyfish swarms
8 Days Ago
Animal fencing audio polish and added new ui sounds
8 Days Ago
Tweaked power phase requirements Tweaked loot spawn types Fixed bad map topology in harbor_1
8 Days Ago
added colour mask slot to crittermovement and environmentfishcritter shaders for crab
8 Days Ago
Pipe/wire pass for random room i (small)
8 Days Ago
Tech tree fixes
8 Days Ago
edited grenade vm pullpin anim so the pin does not momentarily appear on screen after its pulled as it blends to throw ready idle
8 Days Ago
Halloween Wallpapers - texture update
8 Days Ago
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8 Days Ago
updated skins list
8 Days Ago
Minimum of 1 fuel for even worse foods (grubs)
8 Days Ago
spooky halloween decor pack steam item
8 Days Ago
- Description - Crafting costs - Tech tree
8 Days Ago
Updated huntingtrophy prefab to allow different sheep colourings to display correctly.
8 Days Ago
Update: HttpImage - pick a higher mip, seems to look better when downsampled Tests: navigated to pack overlay page
8 Days Ago
- Have to restir after adding new food - Show a little pop animation in the loot panel ui to show its been reset - Make 'electircity required' show in red
8 Days Ago
- Turn off lamp and indicator if theres no power connected to the biofuel generator - "stirring" -> "stirred"
8 Days Ago
Mask sheep face when shaving (only disappear when fully shaved), have shaved areas more organic looking and wavy
8 Days Ago
Reduce power consumption
8 Days Ago
Add emissive indicator lights: - green flashing when done (fuel in and not food) - green when cooking normally - solid red when no food (to show its burning power) - red flashing when needing to be stirred
8 Days Ago
Update: reimplement shop.unloadAssets convar Tests: set it to 0, navigated to shop and out, confirmed bundle was still loaded via listdynamic, set to 1, confirmed it was gone via listdynamic
8 Days Ago
Merge from airwolf_repairable_pad 🚁
8 Days Ago
Manifest
8 Days Ago
exported edited frog anims
8 Days Ago
Clean: get rid of icon precaching from store bundle All bundle assets are now loaded on demand, so this code was both useless and harmful Tests: navigated through store with failloads 1 - all images present
8 Days Ago
Adjust helipad repair requirements
8 Days Ago
Merge from main