137,098 Commits over 4,324 Days - 1.32cph!

Yesterday
Split grid sideblocks to simplify thread to coords
Yesterday
Added crappy path visualisation
Yesterday
WIP: Walkaround - Can mount and walk around the golf ball - Two view modes - single fire attack (for now)
Yesterday
Merge from hackweek_server_mesh_cull, testing out whether this can help
Yesterday
Fixed 200 bugs, UI tweaks and compile fixes
Yesterday
More asset scene work, still not quite working Don't allow the server to save when running in local server mode Don't allow more than one player to connect Don't allow connections from other IP addresses (in case the default server port is open on the network)
Yesterday
Added logistic network tab, shows all the items in your base boxes (read only) To show their content in the network, boxes need a storage monitor with a datachip, connected to the computer Items are sorted by quantity
Yesterday
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Yesterday
Apply TF2 SDK fix for CUtlFilenameSymbolTable * Should help fix loading packed files on Linux on certain maps with embedded files Fix thirdperson initial angle snap (From TF2 SDK) Put mksheet into "Tools" group (VPC) Clamp bot player count in the server browser * Also apply the clamping to serverlist.Query Merge Pull Requests * TTT weapon visual fixes for singleplayer * Use IsPlayer instead of GetClass() == "player" in base gamemode
Yesterday
fixed Ornate LNY horse mask missing world outline
Yesterday
ran manifest and localization
Yesterday
screen mesh and material setup, updating prefabs and item
Yesterday
io state added to video screen
Yesterday
dialog screen tweaks
Yesterday
add close dialog to ui video screen config
Yesterday
Storage monitors now use the new socket system (like the industrial storage adaptors), allows me to deploy data chips on em
Yesterday
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Yesterday
Merge from exclude_fix
Yesterday
Auto turret exposes: health, ispowered, hasTarget, equippedWeapon, ammoCount, targetPosition
Yesterday
Potential fix for UpdateExcludeLayers related bugs
Yesterday
Various UI fixes and tweaks
Yesterday
Door closer first pass implementation
Yesterday
Apply shelf changes after code review. Fully implement now, use fillInventory to fill inventory with random items. You can filter by category too!
Yesterday
Data computer graph saving/loading
Yesterday
Add ability to unlock whole paths of the tech tree at once, with customizable speed, very satisfying https://files.facepunch.com/cipeaX/2026/February/10_17-20-ApprehensiveIntermediateegret.mp4
Yesterday
Item setup for locked loot container
Yesterday
Fixed print node printing everything as floats Added NodeValue.AsString
Yesterday
merge from LNY26
Yesterday
Compile fix
Yesterday
merge from LNY26
Yesterday
added greybox clubs
Yesterday
Added execution logic and event nodes Can finally run some graph now
Yesterday
layout improvements, town square subway entrance, basic cover pass for better traversal apartment_complex S2P
Yesterday
merge from main
Yesterday
Fixed the input bar
Yesterday
Fixed the UI, kinda
Yesterday
codegen localization
Yesterday
cinema screen code
Yesterday
cinema screen ui, placeholder model and prototype code and prefab setup
Yesterday
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Yesterday
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Yesterday
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Yesterday
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Yesterday
hooked up store icons to steam items - realised the item prefab can control the ingame icon
Yesterday
hooked up media images to lny26 sitems and also added store-only icons (currently unused because skin asset doesnt have functionality)
Yesterday
merge from main
Yesterday
comps box matrix added, guide mesh assigned, prefabs updated, icon updated
Yesterday
comps box removing temporary files
Yesterday
Nested grid changes: - Add scale to instance data - Move rotation float2 to uint - Handle finding grid coords in nested grid with thread id - Find LOD using precomputed offsets instead of distances - Adjust grids by offset from LOD0 grid
Yesterday
Don't load monument bundles or asset scenes when running a local server Add a list of allowed files, don't let the asset scene system load them (not quite working yet)