139,615 Commits over 4,352 Days - 1.34cph!

4 Days Ago
Add support for different cell sizes for network group layers
4 Days Ago
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4 Days Ago
Optim: save on action alloc when setting up tasks for UpdateSubs_AsyncState Tests: none, trivial change
4 Days Ago
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4 Days Ago
Fix ScientistSuitNVGM mask + NRE
4 Days Ago
Merge: from main
4 Days Ago
Merge: from updatesubs_optim - Optim: player subscriptions can be updated in parallel (Jobs 3 feature, currently disabled) - New: unit & perf tests for net group updating Tests: unit tests
4 Days Ago
Update: disable parallel sub updates in Jobs 3 mode - ripped out test code for network grid preallocing Going to enable it once dependent work is done. Tests: unit tests fail (as expected)
4 Days Ago
remove janky temp sounds
4 Days Ago
Merge from worldpositiongenerator_optimise_2
4 Days Ago
More optimisations for WorldPositionGenerator - Move TryAlignToGround to be part of WorldPositionGenerator::TrySample, gets rid of the mutliple reattempts of TrySample - Skip the work in TrySample if we have determined that there can never be a valid position for the given input values
4 Days Ago
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4 Days Ago
trim kiosks - 2nd pass masks and materials. improvements to Kiosk E and separated out more interior/exterior
4 Days Ago
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4 Days Ago
3p car passenger idle anim exported
4 Days Ago
Fixed flickering hair cards in hide skirt
4 Days Ago
More test prefab changes
4 Days Ago
Limit watch tower placement to every ~20m
4 Days Ago
Fixed broken egg suit
4 Days Ago
Adding burst cloth setup for easter bunny suit
4 Days Ago
Rustige Egg H - Updated model, reducing number of meshes to 3
4 Days Ago
updated secret labs chair 3p idle anim
4 Days Ago
set crypt building skin to correct use stone
4 Days Ago
some progress on the damaged wing
4 Days Ago
Disable fallback rendering by default
4 Days Ago
corpse prefab pickup correct item prefabs references
4 Days Ago
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
4 Days Ago
Optim: schedule tasks for batches of networkables, instead of individual ones Helps reduce alloc pressure at high counts(2x more than core count), but it's a very rare occasion (when everyone rushes to connect to a fresh server) Tests: unit tests
4 Days Ago
Update: skip calling UpdateSubscriptions with 0 networkables Tests: none, trivial change
4 Days Ago
merge from creative_freebuild_fix
4 Days Ago
apartment door fixes. mip streaming on textures, set srgb to greyscale
4 Days Ago
Optim: main thread integrates results from subs gathering tasks while waiting for them to complete Tests: unit tests
4 Days Ago
Optim: allow main thread to steal one of tasks update subscription tasks Makes single-player path alloc free. Tests: unit tests
4 Days Ago
Merge from item_mod_radial_menu
4 Days Ago
merge from /indirect_instancing
4 Days Ago
rebase on main
4 Days Ago
manifest apartment doors and other prefabs in static folder updated
4 Days Ago
exported 3p locomotive idle anim and edited right hand grip ik position on locomotive entity
4 Days Ago
Optim: use persistent added/removed lists instead of pooled ones Tests: ran unit tests
4 Days Ago
fixed some pivot issue on door.apartment.b that had it offset compared to others
4 Days Ago
Bunch of refactoring, shared menu option add function, rework helper functions. Add toggle on/off translation phrases.
4 Days Ago
Merge: from sv_occlgroups_fix_reinit - Bugfix for ServerOcclusionGroups NRE for players with custom init flow - Unit tests Tests: ran unit tests
5 Days Ago
More refactor/cleanup
5 Days Ago
exported 3p workcart idle anim and updated left hand hold ik position in workcart entity
5 Days Ago
Move to a partial. Add FromOwner checks
5 Days Ago
Flags cleanup.
5 Days 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
5 Days Ago
Add keybind to UI
5 Days Ago
exported edited 3p machete and combat knife attack anims and set shield script on sunken/combat knife entities