192,512 Commits over 4,049 Days - 1.98cph!

58 Days Ago
manual merge from cookingv2/meat #2
58 Days Ago
manual merge from cookingv2/meat #1
58 Days Ago
reduced all meat textures to be no bigger than 512x512
58 Days Ago
player_preview fixes
58 Days Ago
removed placeholder items from craggy
58 Days Ago
updated existing prefabs
58 Days Ago
overhauled meat prefabs, rebuilt all with updated meshes and textures, moved all meats to specific folders, tidied up folders, removed old and unused assets
58 Days Ago
Missed Bee Grenade Texture Files
58 Days Ago
Work In Progress of Bee Grenade Material setup
59 Days Ago
missing files
59 Days Ago
added meshes and materials for all new meat items, sss profiles
59 Days Ago
Correct eye bone positions/skinning on all current player seeds
59 Days Ago
merge from autoturret_servertick_optim
59 Days Ago
Toggle the client warning zone trigger based on the peacekeeper flag Set the exclude layers
59 Days Ago
Strip the massive target detection trigger from the client Set the exclude layers
59 Days Ago
merge from building_privilege_cache
59 Days Ago
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59 Days Ago
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59 Days Ago
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59 Days Ago
Ensure beehive lootpanel humidity correctly uses humididy token rather than inside token
59 Days Ago
Longer clientside building priv cache when holding a wire tool + some optims
59 Days Ago
Fixed IsBuildingBlockedByVehicle cache return Increased cache duration on flame turret and shotgun trap
60 Days Ago
Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity Comments
60 Days Ago
merge from autoturret_servertick_optim
60 Days Ago
Check if the autoturret has entities connected to its outputs before calling MarkDirtyForceUpdateOutputs This will drastically reduce the time spent on AutoTurret::ServerTick on server with a large IO queue Enqueuing turrets can be very slow because of the duplicate checks - temp solution until we back the IO queue with an hashset
60 Days Ago
LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
60 Days Ago
Added support for different cache duration in BaseEntity::GetBuildingPrivilege
60 Days Ago
Merge: from profiling_improvements - Fixes ProfilerBinViewer to display all available threads and fix invalid callstack depth calculation - Fixes a bug that would prevent json from being generated on busy servers - Fixes a bug with timelines being very-slightly out of sync - Optim/Bugfix to filter out all constructors from being profiled Tests: a lot of exports in the edittor and a bit of forced "bad" cases
60 Days Ago
Build troubleshooting
60 Days Ago
Bugfix: ServerProfiler - properly filter out constructors - Due to a typo (missing .) it would never match constructors and never filter them out Using release libs built from ec8c5522 Tests: snapshot in editor on Craggy - confirmed no contructors were recorded.
60 Days Ago
Bugfix: ServerProfiler - sync up non-main-thread timelines to main thread Previously it was possible to have a small gap at the very start of the snapshot on non-main thread views. Tests: exported a snapshot in the editor.
60 Days Ago
Bugfix: ServerProfiler - properly handle sheared callstack at the start of worker threads during export This revealed that I have a bug with non-main thread timing (things are slightly offset). Will fix next. Tests: injected data that was tripping up the export originally. Validated that it does trip up before fix, and now exports correctly after fix. Exported 10 snapshots in the editor - no failures, and all look correct.
60 Days Ago
Beeswarm FX with notes.
60 Days Ago
Flame turrets now cache the dominating building privilege they're linked to If they don't have any linked TC, we use a server cached GetNearestBuildingPrivilege Also adjusted the trigger exclude layers accordingly
60 Days Ago
Fixed fog being black on some maps with HDR
60 Days Ago
Added clothing to vertical slice loadout
60 Days Ago
merge from main -> aux2
60 Days Ago
Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building Skip trigger check if we can't fire Set trigger Exclude Layers
60 Days Ago
Scientist Suits V4 rig
60 Days Ago
Bugfix: ProfileBinViewer - fix callstack depth calculation - Also replace RadioBoxGroup for threads with a Dropdown - turns out 50 threads radio buttons don't vertically fit my monitor. Who knew. Hoping it's the same issue in the json exporter. Tests: Opened a debug snapshot from official server.
60 Days Ago
Move Enemy Rebel to Combine tab, add icon & localization Move ammo localizations to .properties Hammer preview for point_worldtext https://files.facepunch.com/rubat/2025/February21-1113-CrowdedFoxhound.jpg Newline support in point_worldtext Fixed Hammer breaking VMF files if they contain \n in keyvalue values New point_worldtext features Text spacing X/Y, orientation
60 Days Ago
viewmodel prefab updates
60 Days Ago
slight shift in torch trans y entity position
60 Days Ago
Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time
60 Days Ago
Merge: from main Tests: none, no conflicts
60 Days Ago
merge from main
60 Days Ago
IsBuildingBlockedByVehicle merge fix
60 Days Ago
Merge from app_skip_field
60 Days Ago
Fix compile (some fields got stomped because these weren't in sync)
60 Days Ago
- updated upperBodyAimMask (removed eyes/eyelids/jaw/eyetransform) - updated mask meta on anims