userRyancancel
reporust_rebootcancel

1,062 Commits over 1,004 Days - 0.04cph!

3 Days Ago
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3 Days Ago
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3 Days Ago
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4 Days Ago
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4 Days Ago
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5 Days Ago
merge from aibrain_sleep_spawn_fix
5 Days Ago
AI movement tick is not ran on AI init if they are sleeping on spawn - long-standing bug, because Think never runs on sleeping AI a destination is never actually set and movement tick is wasted processing
6 Days Ago
merge from aizone_sleep_fix
6 Days Ago
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
6 Days Ago
merge from work_queue_optims
6 Days Ago
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6 Days Ago
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6 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
6 Days Ago
Fix water junkpile queue leaking at about 150 entries/hour, causing budget to max out pretty quickly - also introduce concept of work queue intervals, allowing the enforcement of min seconds between two passes, UpdateNearbyPlayers only runs every 0.5-1 second so queue has been changed to match this
6 Days Ago
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6 Days Ago
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11 Days Ago
merge from cargoshop_crate_optim
11 Days Ago
Cargoship crates no longer mark themselves as dropped - Prevents an unnecessary raycast being ran for each crate 66 times a second (costing ~80 µs each call) for as long as they're active
12 Days Ago
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12 Days Ago
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18 Days Ago
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18 Days Ago
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18 Days Ago
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19 Days Ago
merge from analytics_biofuel_generator
19 Days Ago
Add resource consumption/production events for the biofuel generator
20 Days Ago
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20 Days Ago
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21 Days Ago
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21 Days Ago
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23 Days Ago
merge from contacts_server_occlusion_fix
23 Days Ago
Remove allowrelationshipserverocclusion convar and associated code, redundant and cost us a dictionary lookup
23 Days Ago
merge from contacts_server_occlusion_fix
23 Days Ago
Fix visibility logic on acquaintance updates never working with server occlusion disabled
25 Days Ago
Ignore actively animated building block entities when calculating headroom for player movement - fixes awkward autocrouch when overlapping on a closing door
25 Days Ago
merge from animated_entity_headroom
25 Days Ago
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25 Days Ago
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25 Days Ago
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25 Days Ago
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27 Days Ago
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27 Days Ago
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35 Days Ago
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35 Days Ago
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38 Days Ago
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38 Days Ago
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41 Days Ago
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47 Days Ago
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47 Days Ago
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54 Days Ago
merge from server_occlusion_wait_and_integrate_pairs
54 Days Ago
Parallel pair gathering for server occlusion now uses the same wait-and-integrate mechanism as net subscription updates - also reduced pair gathering player count to 16 from 64, to ensure more threads are being used in medium-high pop scenarios - consistency tests pass