161,870 Commits over 4,597 Days - 1.47cph!

15 Days Ago
UIBlurCanvasesBehind skips the capture while a CanvasGroup above is faded out
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Improve DImage shader replacement system * Uses case insensitive check for VertexLitGeneric, includes LightmappedGeneric now * Handles SubRect shader materials by drawing the correct part of the texture Try to have Paint tool UI with previews * https://files.facepunch.com/rubat/2026/October13-3318-SecondhandWoodborer.png Lets try ignoring UV adjustments in surface.DrawTexturedRectUV * So the function's UV arguments work like expected, without the "sub pixel adjustment" stuff, which seems unnecessary? * Only the Lua binding is affected Refine DImage subrect support and KeepAspect features Minor cleanups Remove leftover debug panel from Paint tool, KeepAspect the icons Update GHA actions to version 6 for Linux and Windows Add trigger_portal_cleanser to entity override whitelist Fixed a crash with render.UpdateScreenEffectTexture Remove widgets.RenderMe and properties.GetHovered serverside * widgets would just do nothing, but shouldn't exist on the server, properties.GetHovered would just error out Minor cleanups of various methods to match wiki and vice versa Fixed a couple memory leaks with multicore rendering * Mostly relates to functions such as render.UpdateScreenEffectTexture and render.PushCustomClipPlane Try downgrading actions/checkout to v5 * goddamn github man Port a fix for math.ceil/floor Add some self checks for corrupted map files "load" concommand doesn't boot you from session for missing saves * So "load quick" bind doesn't disconnect you if you accidentally press it without having a quick save Fixed ZFunc not being set when overriding depth testing Fixed regression with DPanel:OnMousePressed due to recent changes Merge Pull Requests * Make ENT:StoreOutput treat times=0 same as times=-1, making it consistent with engine entities Try to add the file path to CWin32ReadOnlyFile::FS_fread warnings Move DrawTexturedRectUV changes to a separate func * DrawTexturedRectRawUV Prediction errors on arrays include array index for ints and floats Try to add classname to CUtlRBTree overflow message 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 Fixed a crash with inputs firing from removed triggers Fixed wrong lookup function used in Hunter NPC code Add m_hStoredPathTarget to SetSaveValue whitelist Minor Hammer code fixes Fixed wrongful error with Mesh:DrawSkinned with 52 bones Fix Folder addons being searched in mountable games/platform Add "Engine Error" to Sys_Error_Internal printf Disable some unused Bootil stuff that spits out warnings Fixed an issue with prediction error counting affecting certain fields Make "SetPos touch triggers" change opt-in via argument * This change causes infinite loops in existing addons, such as TTT. Fixed auto complete for lua_refresh_file
15 Days Ago
rename `demo.newui` to `demo.oldui`, enable demoui2 by default. [old ui stays. we really don't have a reason to nuke it for now and there are still some people that prefer the old one.]
15 Days Ago
Adjust empty model file handling * Change where it bails so maybe its less error prone? Fixed an issue with prediction error counting affecting certain fields Added icons for the 5 new TF2 maps
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disable dolly preview, fix spline ordering issues.
15 Days Ago
Set "occlusion_door_immediate" to false by default (was supposed to be since we show everything within 32m)
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merge from aizone_sleep_fix
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Merge from vcc
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Merge from main
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Add special staging-only gamepad UI button option that hackily enables gamepad override just for that session. Hide all other gamepad options in the gamepad section until it is enabled.
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Fix navmesh building on top of cargoship
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Fix AI Sleep Zones not working correctly since May - race condition fix earlier this year inadvertently made any zone outside of a BaseEntity not initialise correctly (all except underwater labs) - before / after on fresh procmap: https://files.facepunch.com/ryanw/2026/October/26_19-06-IndelibleBlackrhino.png / https://files.facepunch.com/ryanw/2026/October/26_18-54-FluffyDaddylonglegs.png
15 Days Ago
Fix sheeps starving despite a trough, their feed time was lower than cows so they wasted time shuffling with each other for a turn, now feeding time can't desync between sheep and cows
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Update: Item.UseItem now returns if the entire item was consumed - bugfix IndustrialConveyor's use-after-free of item in QuickMove path Tests: ran conveyor tests, no longer failing
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Optimize doors when recalculating series of connected rooms when doors are opened & closed
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merge from analytics_base_occlusion -> main
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Fix compile errors
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merge from work_queue_optims
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- anims and clips for weapons own anims, inc stock deploy + collapse, reload and fire - initial animator setup for these weapon anims - clip update of 3p idle - avatar setup for world weapon rig
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Add analytics events for rotating and flipping building blocks
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boat_scientists_improvements -> main
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Only attempt turns when we can actually see the player
15 Days Ago
Lap interval pass on additional work queues - DroppedItemUnderwaterQueue, 0.05, keep inline (ish) with physics tick rate - BotColliderWorkQueue, 0.1, this is only refreshed every 0.2-0.3 seconds anyway
15 Days Ago
Fix bad merge when updated before submitting livestock lamp changes
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merge from main -> base_occlusion
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merge from analytics_base_occlusion -> main
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boat_scientist_improvements -> main
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- Give up players if you've been chasing them for a while - Pursue for a max set of meters unless that player shoost you
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replicated_convar_error_change -> main
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item_pool_expansion -> main
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sprinkler_fixes -> main
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radwater_color_throw_fix -> main
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Add "isOpen" to the existing door toggled event
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3p setup wip - 3p anims - holdtype controller population - holster placement
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- Swap to another target if the boats main target is obstructed - Otherwise decide to bail if the target has been hidden for a long time
15 Days Ago
Fixed NPC related crashes Minor cleanups Move DrawTexturedRectUV changes to a separate func * DrawTexturedRectRawUV Make "SetPos touch triggers" change opt-in via argument * This change causes infinite loops in existing addons, such as TTT. Fixed auto complete for lua_refresh_file Added Player:RunConsoleCommand * It's serverside only, has the same limitations as Global.RunConsoleCommand Use Player:RunConsoleCommand in some sandbox tools Fixed citizen_sheet_bloody.vtf appearing blurry
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Bugfix: fix WaterPurifier incorrectly increasing stack of garbage in output just before removing it Tests: none, trivial change
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Bugfix: ResearchTable.ResearchAttemptFinished - preserve ItemDef from the removed item to avoid NREs Tests: none, trivial change
15 Days Ago
commit remaining textures that were for some reason not included
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added new milk icons so its clearer what they are when in fridge. updated asset textures accordingly
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Optim: use IndexOf to avoid double scan in ItemContainer.Remove Tests: ran unit tests
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Bugfix: reimplement ItemContainer.Clear loop to invalidate items at the end of iteration - removed couple cases of dead code Tests: unit tests + server automated tests, down to 1 failing
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If the target is no longer valid then move on to someone we can see, or bail out
15 Days Ago
Workshop Downloadable Source - Default name for files now uses dashes instead of dots. "rifle.ak.obj" would now be "rifle-ak.obj" to prevent issues