159,873 Commits over 4,566 Days - 1.46cph!

Yesterday
Fixed arrow pivot positions causing them to appear behind the players head when firing
Yesterday
Fixed vm hands not rendering in the workshop scene (and associated error)
Rin
Yesterday
merge from GraveyardFenceFix
Rin
Yesterday
merge from ScareCrowDungeonSpawnFix
Rin
Yesterday
merge from RadiationDungeonFix
Rin
Yesterday
cherrypick 168487
Rin
Yesterday
Yesterday
Resave tutorial island scene
Yesterday
Fixed powergrid, steam auth issues Reduce pool sizes on server Disable server save/loading Consolidate all the command line switches Bypass steam auth if a local server (we already gate it so only local ip's can connect)
Yesterday
Merge from main
Yesterday
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Yesterday
merge from /main/cannon_firing_fixes
Yesterday
update from main
Yesterday
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Yesterday
merge from ambientlightlod_pooling_fix
Yesterday
Add local tutorial server folder to ignore Fixed window popping up, now successfully hidden (still triggering windows firewall though)
Yesterday
Fixed crazy formatting in debug.cs
Yesterday
Added debug.printlights command
Yesterday
Fixed AmbientLightLOD turning back on its lights when reused from the pool while culled Was causing a lot of deployable lights to stay lit at any distance after a base streamed back in Standing near a big base with 994 far ambient lights lit (editor): - LightBinningAndShadowPass 1.2ms -> 0.5ms - FindActiveLights 0.28ms -> 0.07ms
Yesterday
Merge from duck_jump_collision_check
Yesterday
Unsaved
Yesterday
Use forcedDuckDelta instead, we odn't need a raycast
Yesterday
merge from Halloween_2026_update
Yesterday
Merge from duck_jump_collision_check
Yesterday
Don't allow the player to jump while crouched if there is a solid object directly above them 0 radius raycast so this should still be possible around the edges of objects Prevents the player head briefly sticking through the floor when jumping while crouching under objects and getting explosion splash damage
Yesterday
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Yesterday
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Yesterday
Removed unintended box collider on the Gravestone art object, uses the intended convex collider which more accurately shapes the model, fixes physic impacts
Yesterday
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Yesterday
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Yesterday
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Yesterday
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Yesterday
Cursed Cauldron fixes: - removed unused mesh collider with missing mesh from root - fixed prevent building collider being on the incorrect layer, fixing by proxy physic impacts
Yesterday
Fixed parachute reusing a field with the same name (lastPosition) as a parent Fixes a build error
Yesterday
Add missing analytics for apartments - evictions - apartment value at the time of break-ins (expose raw value from method)
Yesterday
Booltil/FreeImage/SQLite build for Linux64 Fixed Linux not building with recent changes due to AWESOMIUM * Can't get rid of it soon enough LuaJIT builds for Linux64
Yesterday
Fix frankenstein pet ignoring shields
Yesterday
Always use brackets after "if" or "for", remove usless comments
Yesterday
Assigned missing physic materals to Wooden Cross, Skull Fire Pit and Spooky Speaker (was cloth)
Yesterday
merge from main
Yesterday
Merge from prefab_hierarchy_flatten
Yesterday
Viewmodel - Added bespoke idle/fire/dryfire ADS anims, tightened up transitions & conditions going in/out of ADS
Yesterday
Reserialize TC loot panel prefab first so we can have a clean diff
Yesterday
- try catch the upload so we can remove it from the queue if it fails - fix static fields not resetting in editor
Yesterday
Merge from main
Yesterday
merge from corpse_lootable_fix
Yesterday
Formatting
Yesterday
Fix npc corpses being unlootable after a server restart
Yesterday
merge from main
Yesterday
Separate Linux Client and SCRDS build scripts Try to add classname to CUtlRBTree overflow message Fixed some regressions when entity search, incl Barnacles Rename ErrorFromLua to ErrorNoHaltStack Added CLuaInterface::FormatError Fixed some compile warnings Allow mesh.BoneData to be called with index 2 * Weight value is ignored in this case * Mesh() global now allows 3 bone weights * Mesh:BuildFromTriangles will now read up to 3 weights, depending on the input above Added 2 new sub scopes to PhysFrame * `PhysFrame-CPhysicsEnvironment::Simulate` and `PhysFrame-VPhysicsShadowUpdate` Added OnChangedFromMin/Max to math_counter entity * Also added SetMax/MinValueNoFire inputs for it Improve error handling of Autorefresh Fixed memory leak with Windows auto refresh with symlinks * Hopefully without regressions, as the system was changed somewhat substantially