144,779 Commits over 4,413 Days - 1.37cph!
Rework missing Steamworks API checks
* Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob"
Fix 64bit high curtime HUD animations
Turn some stuff to doubles in relation to networking
* Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused)
Add VPROF to CLuaGamemode::CallReturns
Pull some minor changes for datacache from CS:GO
* CDataCacheSection::EndFrameLocking mutex
NPCs ignore spectating players
64bit client and server build fully, launch, and run (using x86-64's LuaJIT)
* CEF and LuaJIT remain
64bit CEF
Various changes from TF2 SDK
* Adds CFuncNavCost::InputToggle Hammer input
* Various fixes
Minor changes from x86-64 beta
Restore hud_draw_fixed_reticle as alt texture for default crosshair
Finalized D.
B fixes.
Scene backup.
Fixed apartment lights having a bunch of unintended culling layers and causing warnings.
Cleaned C and set correct layers.
Update SetFlag to accept a specific update/send type. Makes it less easy to make the mistake of doing multiple send network updates in one go and allows for some neater one-line invokes
Added some SetFlags methods that accept multiple flag set arguments, allows setting multiple flag values in one go before doing a single send and avoids multiple invokes of OnFlagsChanged
Shifted a sign for render order purposes.
Fix item pooling error when demo scrubbing (copying over flavien's changes)
Updated some legacy input code to use the new input system
mosaic from previous hackweek
Lights only at night.
More B fixes.
Refactored stuff for the layer warning.
Subtracting dont_bake_on_load
Renamed Pie partial class file
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New tier 1 healing item - Medical honey bandage
https://files.facepunch.com/LukeD/2026/05/Unity_eO0Pwpt7V0.mp4
Use MinimalBatchRendererGroup shader
RRP: Add MinimalBatchRendererGroup shader
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Generator, switch and light use the new IO system
Got a simple circuit working
Removed debugging command
Tests passing - menu entry imageId and sprites load correctly
Apartments complex basement progress
Clear movement properies on ballistic helmet
Submit identity array as visibleInstances, allowing BatchRendererGroup to function
Entity bridge first pass
Added debug commands
Merge from PlayerRigUpdate2
Mid length hair male conditional meshes
Added custom pie menu support (baseline)
Spawning now working
https://files.facepunch.com/Rin/2026/05/Unity_QshT01tMHr.mp4
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Added leg armor and helmet worldmodels. updated item prefabs and created icons
updated icon manifest
adding new version of the apartment corridor
Drain calculation pass
New evaluators: battery and and,or,xor logic gates
updated CodeAnalyzer - better perf