141,493 Commits over 4,383 Days - 1.35cph!
Merge from terrain_renderer
Fixing ocean topology floodfill not reaching certain sections behind road crossings
Rentable shop first pass setup, just setting up verison A for now
Can open and close the shop via E for now
Enabled/disables appropriate roots on the prefab to hide/show shutters, interior contents, etc (bonus side effect, we can disable all of the interior set dressing while the shop is closed)
Spawns a shopkeeper and invisible VM when opened
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Fix too large farplane distance in terrain culling, adjust lod count for better gpu perf
Fix terrain quality remapping
Fixed scientists using multiple masks at once, now matches main
Fixed AI not being able to be spawned inside of WakeAI zones if in an editor scene
Awake was happening before the local server was initiated and throwing an exception so it wasn't getting query events
This is an issue on main but it's blocking quick testing on this branch so I'll do it here, could cherrypick this change to main if needed
Make "Invalid detail light id" into a warning
Apparently some HL2 maps have bad LDR detail prop lighting lumps, triggering the bounds check
Improve and fix water shader rendering
* Fixes regression on existing maps that were not using realtime reflections, such as most TF2 maps. They used weird cheap & expensive water blending which is now restored
* For water materials using flowmaps but NOT realtime reflections, we now apply CS:GO's envmap blending like expected. This improves visuals of water on MC:V maps
Also reset reflection/refraction after reflective glass is out of view
Fix newly introduced crashes with ammo HUD
MC:V map icons
htf_ map category
Fixed scaled static props not updating render bounds
* Fixes MC:V static props not rendering sometimes
Fix gravity gun regression in multiplayer
Give more space to secondary ammo display for 4 digits
Slightly adjust default HUD colors
* Slightly darker background, less eye searing text, so it's easier to see on various backgrounds
* All the colors are in ClientScheme.res
Enable weapon selector scrolling with too many weapons to fit on screen
Preview of what it looks like:
https://files.facepunch.com/rubat/2026/March31-2469-FruitfulBelugawhale.mp4
merge from networkgrid_iterationspeed_changes
Another null check in OnNetworkSubscribersLeave
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fix junkyard greencard spawning in desk
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Bowless Crossbow - texture update
Fixed the 'Fire Rate' tooltip used by projectile weapons sharing the same token as the attachments
merge from render_pipeline_testing
work around issues causing fog to be incorrect/denser than it should
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Merge: from networkgrid_iterationspeed_changes
- Bugfix: handle more cases of lazy-initted net group subscribers instead of NREing
Tests: none, trivial changes
Bugfix: more null checks around lazy created subscribers
- utilities in BaseNetworkable
- BaseEntity.SignalBroadcast (in case npc shoots outside of players range)
- TreeManager.OnTreeSpawned (in case they spawn on an empty server)
Tests: none, trivial changes
Basic entry point calculation so it lands approx near target spot
Stove WIP & related materials.
Ice metal vest new fbx and setup
Setup some placeholder art in the prefab, initial rotation.
Sync installed ugprades for the player's current workbench to the client.
Show icons of any installed upgrades in workbench vital UI notification panel (wip, works but looks shit - Workbench level 1 only for now)
Add placeholder icons for all upgrades.
Merge: from networkgrid_iterationspeed_changes
- Bugfix: avoid NREs from accessing uninitialized subscribers for net groups
Tests: booted into craggy with server occlusion and jobs 0, 1, 2, 3 modes
Bugfix: avoid NREs by skipping not yet initialized subscribers for the network group
Tests: booted into craggy with server occlusion and jobs 0, 1, 2, 3 modes
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