125,053 Commits over 4,171 Days - 1.25cph!

Yesterday
Merge from naval_update
Yesterday
Merge from naval_update
Yesterday
Fix terrain shadows, add vertex normal map sampling, use terrain heightmap instead of height slope map, change LOD slider into min/max slider for more control, and add convar for terrain renderer toggling.
Yesterday
Run scene2prefab (skip hlod)
Yesterday
SceneToPrefab flattening bug fixes * Don't flatten UI objects * Don't flatten anything under AIInformationZone
Yesterday
Log commands ran by admins to a log file - rotate daily log files - log any command ran by admins (including useless commands like "swapseats") so it works with modded servers as well where permissions can be all over the place - mark how each command was ran (server console, rcon, player) as well as some information about the user who ran it - enabled by default, can be disabled with startup parameter `-disableconsolelog`
Yesterday
Fix issues with `catapult.reload` admin command Previously passing "5" to load a player didn't work correctly with multiple catapults in the world as well as some other minor inconveniences Add descriptions
3 Days Ago
New `debug.fillmounts` command - spawns and mounts a player on every mount point in a radius for testing https://files.facepunch.com/cipeaX/2025/September/06_21-05-CharmingCanine.mp4
3 Days Ago
Add admin convar `enable_marker_teleport` - if set to true, right clicking on the map will teleport you to that location instead of placing a marker
3 Days Ago
Bear now harvests for 20 meat instead of 19
3 Days Ago
Fix not being able to place barricades on ice lakes when too close to another monument S2P ice lakes
3 Days Ago
merge from water_pump_power_fix
3 Days Ago
merge from killbees_restore
3 Days Ago
merge from pickup_toasts_localization_fix2
3 Days Ago
merge from fix_premium_sorting
3 Days Ago
Stop preprocessing wearables with rig stripping enabled because it breaks the workshop icon generation
4 Days Ago
Codegen
4 Days Ago
Switch the following behavior from gamemode fields -> convars - mapenabled - hideplayeronmap - hideplayermapdirection - fogofwar - fogofwarrevealsize - compassenabled
4 Days Ago
Minor Hammer cleanups from CS:GO * No functional changes besides some nullptr checks Fixed potential issues with Hammer (from CS:GO) * CTextureSystem::ReloadMaterialsUsingTexture optimization * Some entities such as info_ladder_dismount get proper colors from FGD * Disallow creating "Auto" visgroup manually Minor cleanups Minor VBSP/VRAD cleanups Hammer/VBSP support for 4 way displacement painting Implement particle picker for Hammer Fixed visual and undo bugs with CMapSweptPlayerHull (func_useableladder)
4 Days Ago
WIP on injection of food item data to "snackhub" generic entity and generic viewmodel
4 Days Ago
Tune generation param so that hires navmesh tiles have the same size as lowres ones, for easier stitching
4 Days Ago
Add multi command execution to console UI + multi line autocompletion.
4 Days Ago
- Speed up geometry collection (lots of culling was actually losing perf when done at scale and relying on recast chunkyMesh) - Fix terrain gen being very low res and not respecting alpha (go back to using existing baked terrain code we were using before)
4 Days Ago
Add multiline support to dev console
4 Days Ago
merge from main -> naval_update
4 Days Ago
merge from naval_update -> deep_sea
4 Days Ago
Casino progress / better curtains
4 Days Ago
security tower rename material
4 Days Ago
- Speed up tile rebuild - Fix tile rebuild giving very different results from initial build
4 Days Ago
Can only bunnyhop: 1. Once every 3 seconds 2. When grounded 3. When not waterlogged 4. When there is at least 10% sprint percentage remaining Bunnyhop now: 1. Uses correct physics calls to make a nice jump 2. Uses a relative force to account for slopes 3. Jumps higher at faster speeds 4. Jumps get scaled by the sprint percentage remaining 5. Consumes 10% sprint percentage https://files.facepunch.com/jacob/1b0511b1/Unity_Aa2i1beFhS.mp4 https://files.facepunch.com/jacob/1b0511b1/Unity_npssU8l2Br.mp4
4 Days Ago
Optim: Get rid of allocs in BradleyAPC::DoPhysicsMove Tests: loaded monument island with a launch site, verified bradley spans and rides around. in profiler DoPhysicsMove had 0 allocs
4 Days Ago
Set dressing supplies barge
4 Days Ago
Locker - updated workshop model with proper mesh shading
4 Days Ago
Simplify prioritize premium sorting - works way better than it did before
4 Days Ago
Generic container LODs
4 Days Ago
fixed compile from CoACD
4 Days Ago
Merge from naval_missions
4 Days Ago
security prison bug fixes, lods, collision
4 Days Ago
Progress backup
4 Days Ago
Cleanup
4 Days Ago
Fix CH47 patrol point selection to use a more fair random monument choice Previously, GetRandomPatrolPoint() picked the first valid monument after a random start index. This biased results when only a few monuments were valid. Now we collect all valid monuments and select one uniformly at random, ensuring a more even distribution.
4 Days Ago
wrap custom coacd editor in defines
4 Days Ago
Further cannon setup. Collision setup so it works nicely with cannon low wall.
4 Days Ago
Merge from naval_update
4 Days Ago
Fix compile errors
4 Days Ago
Merge from boat_building
4 Days Ago
Merge from naval_update