192,565 Commits over 4,049 Days - 1.98cph!

15 Days Ago
Bunch of refactoring. Fix double strikes. Reduce reposition delay.
15 Days Ago
Setup LOD on vine line renderer
15 Days Ago
Clamp max vine length
15 Days Ago
Applied same fix to double wood door, double armored door and factory door (not working atm)
15 Days Ago
Fixed doors and garage door gibs not being skinned
15 Days Ago
Merge from hackweek_reduce_copies_2
15 Days Ago
Merge from main again
15 Days Ago
Update protobuf code generator (added back ReadUInt64 overload for array/span)
15 Days Ago
Fix crocodile briefly sinking to waterbed just before exiting water, instead of smoothly transitioning from surface to land
15 Days Ago
Merge from main
15 Days Ago
Added con_bgalpha/border to blocked convars Fixed typo in Extra console dropdown Fix white-on-white text color for pressed-in DMenuOptions Minor cleanup Remove unused member variable from keyvalues class Fixed DTextEntry autocomplete clicks not functioning Try to prevent infinite loops when firing bullets from OnTakeDamage There was a weird behavior with it applying the first bullet's damage over and over again if using Entity.FireBullets from EntityTakeDamage Reveamp scoreboard player volume scroller thing So it's more obvious that you can scroll https://files.facepunch.com/rubat/2025/April07-1255-ValuableGemsbok.png
15 Days Ago
Updated kapok mesh and prefab Added swinging vine texture Created a viewmodel vine mesh
15 Days Ago
merge from io_networkcache
15 Days Ago
Merge from jungle_update (animal eyes shining in the dark)
15 Days Ago
Update wolf night eyes effect
15 Days Ago
Re-enabled network cache on RF and RC entities, not needed anymore
15 Days Ago
Enable croc eyes shining in the dark
15 Days Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone), previous commit didn't go through
15 Days Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone)
15 Days Ago
Face towards player when re-appearing
15 Days Ago
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15 Days Ago
Merge from jungle_update
15 Days Ago
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres - It used to be there, but lost it during refactor Tests: unit tests
15 Days Ago
Clean: minor changes to GamePhysics - Renamed batch methods to be plural - Split GamePhysics.CheckSphere<T> to separate OverlapSpheres - added profiling scopes Tests: unit tests
15 Days Ago
Fixed vine renderers not spawning on proc gen
15 Days Ago
merge from high_walls_skins
15 Days Ago
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
15 Days Ago
Merge from jungle_update
15 Days Ago
Merge from blowpipe
15 Days Ago
Obscure vision overlay improvements
15 Days Ago
Update: move RemoveTerrainMask to GamePhysics Tests: unit tests
15 Days Ago
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize Tests: ran unit tests
15 Days Ago
Update: split GamePhysics.CheckCapsule<T> - forbid CheckCapsule(batch) from returning ColliderHits - this is to better represent relationship to non-batched CheckCapsule Tests: unit tests
15 Days Ago
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15 Days Ago
Move the npc radius check after the filter radius check in the spawning flow, as it's cheaper if we early out at the filter stage
15 Days Ago
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15 Days Ago
Merge from jungle_update (fix tigers and crocs being too rare)
15 Days Ago
Fix too few crocs and tigers, new spawning filter
15 Days Ago
Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
15 Days Ago
- Fixed budgetted visuals not working when vine needs to move its end point to point in the destination (still not perfect) - Auto set rope length in SwingingRope instead
15 Days Ago
resized the jungle building skin textures to final rez - fixed floor.triangle missing its jungle skin script
15 Days Ago
Missed Snake Spoiled Meat Material file
15 Days Ago
Setup Snake Raw, Spoiled and Cooked Meat Updated Snake Raw Textures
15 Days Ago
Added ladder trigger volume to zigg water tank
15 Days Ago
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15 Days Ago
- Fake Physics rope can now manually have its update methods ran - Vines are now updated in budgeted update like before
15 Days Ago
More leap fixes
15 Days Ago
Update: adding GamePhysics.CheckCapsule(batch) Last factored out func - should be able to complete refactor shortly Tests: none, will integrate to tests next
15 Days Ago
lowered normal intensity on zigg exterior concrete layer to nominal value as stronger values make projected decals display incorrectly
15 Days Ago
Zigg scene, fixed the terrain alpha map - tweaked terrain splats (less gravel, more forest soil) - did some set dressing around the water tanks area