141,486 Commits over 4,505 Days - 1.31cph!

10 Days Ago
move command palette to the tools dropdown
10 Days Ago
Merge from main
10 Days Ago
Wrap nexus clan backend calls in try catches so the RPCs report errors back to the client instead of timing out waiting for a response
10 Days Ago
Improved position checks when ejecting things off the ferry so they shouldn't clip into things or be on top of other things Depends on entity bounds which should be correct (hopefully always)
10 Days Ago
After grab all the changes to building blocks to define faces, edges, etc
10 Days Ago
Grab reserialized building block prefabs first
10 Days Ago
Cherrypick the semi-converted version of full base heating from previous hackweeks - full base heating was supposed to be the prototype of serversided base culling but we doing it in reverse now
10 Days Ago
merge from chineselantern_pickup_fix
10 Days Ago
Fix a barrel spawn clipping inside the recycler in harbor 1, S2P
10 Days Ago
Unlocked garage doors no longer require build priv to pick up (consistent with all other doors)
10 Days Ago
Fix clipping vehicle parts crate on junkpile i
10 Days Ago
Fix a floating piece of paper in ghostship d
10 Days Ago
Chinese lanterns and jackolanterns can now be picked up with fuel inside, like regular lantern
11 Days Ago
Clean: do TLS search after assemblies loaded, not after domain reload - add comments - add temp scene and TLS test script (will remove later) Tests: ran temp scene
11 Days Ago
Update: rewrite UnsafeScriptingAccess to search for TLS slot dynamically - ran codegen Weirdly SwitchToMultithreading doesn't work, might be my UniTask todo Tests: on windows, using local scripts was able to get and read transform pos
11 Days Ago
Drain pass optimisation, evaluators now set what kind of update (input, state or persistent state) can set the drain as dirty
11 Days Ago
Ferry reliability improvements: * Prefer online, not full zones on its schedule * Retire ferries if they have no valid server to go to anymore * Ferries now lock in their destination when stopping at the ferry terminal dock so they can't switch mid-trip * Fixed a few bugs with the ferry terminal's ETA signs * Fixed the server spawning missing ferries without making sure that the area is clear first (they spawn at the dock!)
11 Days Ago
Merge: from main
11 Days Ago
Merge: from unitask_threadpoolawaitable_fix - Bugfix for deadlocking when frequently moving tasks to thread pool Tests: ran unit test - passes
11 Days Ago
Bugfix: fix races in parameter caches when slamming SwitchToThreadPool - UniTask synced up to commit c995d2b Tests: ran SwitchToThreadPool test - now passes
11 Days Ago
New(tests): add TaskTests.SwitchToThreadPool that reproduces deadlock reported by community Tests: gets stuck as expected when PooledRunners are active
11 Days Ago
Boat sail optimization, LOD2 and LOD3 now switch to newly baked static meshes (with lowered/raised variants) instead of the skinned mesh renderers, so they can be batched Replaced animator string usage
11 Days Ago
Fixed material not being applied in 3rd person Fixed honey bandage position not being the same as the regular bandage in 3rd person
11 Days Ago
Cleanup wolf foundation jump test
11 Days Ago
Merge from main
11 Days Ago
Fixed save load path registeringcomponents twice
11 Days Ago
Add test for wolf leap on foundation, not cleaned up yet
11 Days Ago
Updated all IO tests to the new syntax
11 Days Ago
merge from main
11 Days Ago
Rename navpos to navVector3, as it can also be a direction / delta, delete old navVector3, fix compile errors
11 Days Ago
Fix world space leak in wolf and tiger leaps, fix eqs donut potentially using uninitialized garbage nav nextPosition
11 Days Ago
Initial work to create dedicated navmesh position
11 Days Ago
merge from trdesk_snapping_fix
12 Days Ago
Fix an old "Cannot set the parent of the GameObject" sound error when disconnecting while on a moving train
12 Days Ago
merge from main
12 Days Ago
Slight cleanup + reformat
12 Days Ago
Fix for procedural rail lines sometimes not linking up properly at junctions There was an old bug in train track collation that could miss junctions when splitting up the splines, depending on the iteration order. Likely only became visible recently when we switched to FindObjectsByType with FindObjectsSortMode.None Tested a known case / seed that had a broken junction after initial map generation but not when loading the map from a file - now works in both scenarios
12 Days Ago
Added language.FormatPhrase * Helper function, to replace language.GetString():format() Add localization string for "Skin 0", etc (properties sub menu) Fixed DPanelSelect running convars too much on creation * When creating a bunch of icons (player model selector), it would run the convars for selected item for each item added. Now only runs the convars when the selection actually changes. Added right click menu with reset option to DColorCube Fixed DColorMixer:GetVector being always 1 change behind * This changes GetColor in DColorMixer:ValueChanged to be the new value, not the old value. This fixes player model selector color selector always being one "change tick" behind, so color resets were not really applying correctly Added ability to localize player model names, and categorize them * Data only * Added player_manager.GetAllPlayerModels() that includes categories/nice names * Added 2 new arguments to AddValidModel - nice name and category Minor derma cleanups Make DColorMixer palette centered and attempt to size it correctly * Size to fit all palette items into exact number of rows * Added DColorMixer:SetPaletteName Make DHorizontalDivider work with percentages * This helps when resizing panels, and when screen resolution changes between game sessions Fixed DPanelList ownLine handling Overhauled the default Player Model Selector * Take more of the screen by default * Improve model rendering to not have overblown phong effect * Display player model categories * Can now resize model and model selectors via a divider * Can reset player/weapon colors to default, and added palettes so you can store custom color presets (separate from all other palettes) * Preview: https://files.facepunch.com/rubat/2026/August14-3121-LightslategrayIrishsetter.png Update player model spawnicons * To get rid of the plastic phong sheen
12 Days Ago
IOTestFixture, helpers for IO2 automated tests Updated AND switch tests
12 Days Ago
Converted more stuff: seismic sensor, some audio entities, fuse box
12 Days Ago
improvements to the muzzle attachment setup unified origin point for these attachements to be at their base - makes placement much easier used prototype 17 as an example and updated its muzzle attachment positions
12 Days Ago
merge from main
12 Days Ago
attempting to normalise render sizes weapons and clothing
12 Days Ago
setting up glass ar 3p anims and world model
12 Days Ago
fix bugs with syncing the server state of the arcade to the active player, update manifest
12 Days Ago
fixed large planter gibs spawning upside down
12 Days Ago
improved first person and specifcally 3rd person muzzle brake positioning for the following: sks, thompson, sar, pistol revolver, space lr300, pump shotgun, prototype 17, mp5, m4 shotgun, m249, m16, hmlmg, custom smg and handmade smg
12 Days Ago
prefab setup, gotta regen manifest
12 Days Ago
audio + hit sounds
12 Days Ago
oops forgot meta file