137,129 Commits over 4,324 Days - 1.32cph!
Update: PoolAnalyzer - escape a bit more
- don't analyze statements before Pool.Get call
- escape analysis when pooled object is returned out of method
- debug binary built from b8b556ae
Tests: unit tests + started unity. still a bunch of false-positives, but found first legit bug
Art pass for the data cable wire tool including:
- World model
- Viewmodel
- Lods
- Material & Textures
Fixed FixCaret TMP_InputField NRE
Computer has multiple 'power out' slots that you can power using the graph
fixed duplicate keys on minigolf ramps, fixed minigolf ramp 05 - added prop render script, rendered icon, removed deploy prefab and linked up mesh, cleaned up item prefab, hooked up correct icon, added new descriptions
- Stop golf cart wheels being pulled down by shock height
- Re-centre golf cart wheels, reorigin and reorient shocks, wheels etc
- Expose shock values in inspector
New: PoolAnalyzer - validates code around Pool usage
- debug assembly built from e7281f13
Tests: detected errors, but those are false-positives (return of pooled object instance)
Added mini golf course sections as deployables.
Fixed the config input fields fuckery
Golfcart cursed experiment
Cleaned up the mess in the UI folder
Node registry cleanup
Added the basics: Add, Subtract, Multiply, Divide, Or, Less Than, Equal, Clamp
Merge: from save_leak_fix
- Bugfix for items leaking during save - items would be incorrectly marked as persistent when owned by transient entities
Tests: 5 save-load cycles on 2.5k procgen in editor. still leaked ~10 entities per save, but couldn't find them
Random material changed for no reasons
Dragging an input on a wired output replace the connection
Can drag and drop from a port to another to connect them
minigolf ramp 05 (curved)
server update version to 021f737/2022.3.41x1
- any rigidbody with >128 colliders becomes a physx aggregate rather than an actor
apartment complex greybox - some demolition on one side of the building
server unity version to a1f6e5b/2022.3.41x1
- enabling proper multithreading for PhysX trigger contact processing
Tightened up horizontal and vertical embrasure colliders
- Culling toggle in editor
- Fix issues with cell offsets
- Fix grid offsets with negatives
- Change dispatch thread size
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Simplify kapok branch A from 4 colliders into a single mesh convex collider
Will save 6-9 colliders per vine swinging tree in jungle biome
Capturable flag item/entity that you can pick up, move, drop
Location is shown on the map
- Wire up new golf hole
- Setup animator
- Reset mechanics
Stripping out more useless stuff, adding in more needed stuff
Shut down the tutorial server if the player disconnects for more than 5 seconds or finishes the tutorial
Added some new string and logistic network nodes
Added zoom in the graph editor
Merge from 3p planner animation update
Animation fixes and code improvements
- Setup new golf idle pose
- Bring back the arms when swinging
- Club refinements + polish
Added a config panel for the dot matrix screen
Fixed some recursion bugs when evaluating the graph
Cleanup
added golf hole bucket thing
Golf Hole logic:
- hole players can putt into
- confetti on gettng the ball in
Craggy with hackweek junk on it
Make trailer into it's own entity prefab, apply enough stuff that is now functions as a trailer that can be towed (similar to siege machines)
Make Trailer it's own entity class that inherits from BaseSiegeMachine
Add box collider to the shipping container ceiling for hackweek (instead of convex collider)
Fix leaks with CProceduralTexturePanel
* This fixes color picker preview in particle editor breaking after a few uses
Move CUtlVector::GrowVector error to memory grow functions
Fixed single character folders not working for textures on Linux
* This should fix missing textures on surf_quickie.bsp on Linux. Possibly other maps as well.
Minor cleanups
Fixed Global.EmitSound not firing EntityEmitSound
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updated the anim clips of the door closer
Added dot matrix screen item, can display any string sent by a computer
Planning to add a config panel to set the text and colors manually too
Implement STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE
Fix potential crash issues with dropship
Prevent `trace` concommand erroring with dropships
Implement $pointsamplemagfilter
Lets try static client scratch buffer
Added support for V12 static prop lump (MC:V)
Remove r_maxdlights convar
* it's already at its max value
Implement empty idle for pistol
Scale lightmap pages to current map's needs
Try to fix Linux compile error
Apply lightmap with lightstyles fix from CS:GO
* Seems to help a little on MC:V maps
Minor cleanups
Make game.GetMapVersion also return the BSP version
Apply a tiny fix for dynamic lights (Light tool) for bumped lightmaps
* This is the difference: https://files.facepunch.com/rubat/2026/February06-2318-JoyousQueenslandgrouper.mp4
Minor changes from CS:GO to do with float bumped lightmaps
Apply same limitations of render.CapturePixels to render.Capture
* Allow render.Capture on rendertargets
Various tundra/arctic biome edits and experiments.
Fixed all 3 NREs, finally have both UI panels appearing at once and only one of them is in the wrong position