139,321 Commits over 4,352 Days - 1.33cph!

Just Now
exported 3p workcart idle anim and updated left hand hold ik position in workcart entity
Just Now
Move to a partial. Add FromOwner checks
22 Minutes Ago
Flags cleanup.
28 Minutes Ago
WIP Highlight the path the multi-unlock is going to take as a preview https://files.facepunch.com/cipeaX/2026/March/11_11-44-FormalKestrel.mp4
33 Minutes Ago
Add keybind to UI
43 Minutes Ago
exported edited 3p machete and combat knife attack anims and set shield script on sunken/combat knife entities
45 Minutes Ago
Update Firewood Prop LOD Distances and Prefabs Optimized Firewood Prop LODS
48 Minutes Ago
Merge from main
60 Minutes Ago
Merge: from serverprofiler_linux_fix - Bugfix for server profiler recoirding empty streams or infinitely recording on Linux Tests: perfsnapshot on Ubuntu
1 Hour Ago
Bugfix: ServerProfiler - fix profiler failing to record due to uninitialized variable - release bins built from fe80de3c Tests: ran perfsnapshot on a server on ubuntu 20.04 in wsl
1 Hour Ago
Merge from vertex_normal_debugger_tool
1 Hour Ago
Merge from main
1 Hour Ago
exported 3p idle anims for the arcade
1 Hour Ago
Merge from indirect_instancing_motion_vectors
1 Hour Ago
Merge from indirect_instancing_shutter_frame_fix
5 Hours Ago
Merge from weather_fix
5 Hours Ago
Merge from midijack_win11_update
5 Hours Ago
Merge from deep_sea_planter_fix
5 Hours Ago
Merge from lantern_deployable_on_rock
5 Hours Ago
Merge from mature_stage_duration
Today
Make charms field private on viewmodel
Today
Increased the mature stage of growable plants to 24 hours (was 14) Affects black, blue, green, red, white, yellow berries Corn, Hemp, potato, pumpkin, wheat Growable flowers were already over 24 hours so they're unaffected
Today
Add a new ForceServerIncludeMesh asset label that we can use to quickly opt in meshes to server build Applied to modular car lift
Today
Merge from main
Today
Adjust grid on full screen dialog
Today
Load fix Fix escape not closing attachment screen
Today
Basic flow for swapping out attachments at any time via inventory screen
Today
Unsaved 3p rotator changes
Today
Kiosk trim textures continued
Today
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Today
Set PlayerBoat.CannonHitSlowdownMultiplier to 0 and remove it as a convar (no cannon hit slowdown)
Today
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Today
more cleanup of charms folder, rebuilt prefabs of both v and w ,first pass on w
Merge from main
Add functionality for triggering a viewmodel camera animation to start a lerp back to default values, to smooth out the otherwise abrupt exit when a viewmodel gets cleared Mostly functional tool to make enabling this viewmodel camera behaviour a bit easier Add some extra easing helper functions to LeanTweenHelpers
Today
Network punch angle at full precision * Since its networked only to the local player (and spectators?), it should be fine to full blast it Switch more interpolation code to doubles Fixes jittery viewpunch at high uptime C_BaseEntity::Interp_Interpolate, m_lastInterpolationTime IInterpolatedVar::Interpolate
Today
Fixed some compile warnings
Today
Try to fix OSX not compiling
Today
Update Linux vphysics * This makes additional changes that need a close eye on them: * Deletes libstdc++.so.6 from game folder * Enables Valve's memory allocator override, which is required for new vphysics
Today
apartment doors added
Today
Folder cleanup and final tweaks - Set projectile to new mesh - Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
Today
turn off can wield while mounted to fix animation issues (temporarily), fix prefab
Today
Rework the tech tree UI to work with multi-unlocking, now shows "unlock path" and displays path cost when you can unlock the whole path, single item cost displayed above The holdtime when unlocking via long mouse press is now longer if its a multi-unlock Make the button texts translated (they never were??) Fix an old bug where the total cost UI would stay visible and floating when switching tech tree pages
Today
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Today
merge from main
Today
- Removed duplicate scripts from prefab - Updated collider - Set mesh for outline - Added correct rot to projectile to face forward when thrown
Today
bounds fixes for IO bug, minor code cleanup
Today
Removed UniTask (it's bad), moved time cache to Network thread AGAIN (thanks multithreading), removed frameNo ref (no thread safe way for me to access), added markers back, various simplifications