160,192 Commits over 4,566 Days - 1.46cph!

16 Days Ago
merge from buildingplan_deploy_fix
16 Days Ago
firecracker drop vm anim edited
16 Days Ago
Fix incorrect shot settings
16 Days Ago
merge from wounded_sound_fix
16 Days Ago
update softcore_tc_limit/map_icons
16 Days Ago
Minor shadow changes/fixes
16 Days Ago
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16 Days Ago
Some formatting
16 Days Ago
Merge from livestock_animals
16 Days Ago
Fix viewmodel drop animations not playing for spectators
16 Days Ago
Merge from livestock_animals
16 Days Ago
Merge from render_pipeline_testing
16 Days Ago
Reapplied MenuUI2_Settings prefab changes as they were removed by the merge from main
16 Days Ago
Update deploy tool
16 Days Ago
Fix a 10 year old bug causing the wounded first person sound to never play in builds, only in editor outside the Bootstrap scene Caused by it getting requested before the SoundManager was initialized, since 2016 Lowered its volume by 50% because it was really loud https://files.facepunch.com/cipeax/2026/October/07_17-10-DesertedLimpet.mp4
16 Days Ago
merge from main -> softcore_tc_limit
16 Days Ago
Merge from main
16 Days Ago
Removed the RRP option from the experimental tab, also removed the Shadow Caching disabled the shadow caching toggle, as it currently isn't supported on RRP
16 Days Ago
merge from optimize_world_server_clear/maps -> main - only the server clearing WorldSerialization maps part, not the later NativeArray changes
16 Days Ago
exported flare/molotov vm/3p drop anims
16 Days Ago
Refactor world.maps.Clear() -> ClearMaps()
16 Days Ago
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16 Days Ago
Fix a rare BasePlayer.OnDied NRE when using the admin injure command
16 Days Ago
Merge from wind_motion_vectors
16 Days Ago
merge from baseplayer_ondied_nre_fix
16 Days Ago
Merge motion vector fixes
16 Days Ago
Fix artifacts at screen edges when motion blur is enabled
16 Days Ago
Add `forceMotionVector` flag for view models to avoid smearing hairy things across the ground
16 Days Ago
Add the new hair rendering to Core/Hair to make horse hair and other hairy things look better
16 Days Ago
Fixed server hip movement causing the horse to never sleep (regression from 167107 Fixed dismounted horses keeping their head turned and hip braced
16 Days Ago
- Remove supersampling when creating icons (huge performance boost) - Disable categories with no extra options
16 Days Ago
Merge: from netmsg_loadmap - Buildfix Tests: compile sim
16 Days Ago
Buildfix: move client-var into CLIENT scope Tests: compiler simulator
16 Days Ago
Fixed pooling bugs messing with horse animations
16 Days Ago
Merge from render_pipeline_testing
16 Days Ago
Default gamepad support enabled to true
16 Days Ago
Combined all of the Deferred Rendering Debugger overlays into 1 drop down field, as only 1 can be active at a time
16 Days Ago
Merge: from netmsg_loadmap - Update: reimplement network message as a client RPC Tests: reloaded playground in C+S editor
16 Days Ago
Update: replace bespoke network message with a player client RPC Tests: reloaded playground in C+S editor
16 Days Ago
Converted the camera debug pass to an unsafe pass
16 Days Ago
Fixed the flipped UVs when sampling the rendering layer texture during the shadow debug overlay pass
16 Days Ago
Added a Renderering Debugger overlay for shadows
16 Days Ago
We can now get rid of the duped ridersync in the LateUpdate now that we don't control the spine pos from the IK Chops another 0.42ms per frame for 50 moving horses
16 Days Ago
Removed LegsAnimator on the server, we now use the existing ground normal raycasts to calculate the hip position Hip pos calulcation on the server for 50 moving horses: 2.2ms -> 0.09ms
16 Days Ago
Config manifest live switching
16 Days Ago
aliases show in console autocomplete results
16 Days Ago
Break room progress
16 Days Ago
Merge: from netmsg_loadmap - Update: ServerMgr.ChangeLevelFor - for modders, new way for servers to dictate map on the client Tests: built standalone client and connected to editor server with Craggy. reloaded into procgen then back a couple times in a row
16 Days Ago
Clean: remove unnecessary changes, todos - codegen Tests: none, trivial changes
16 Days Ago
added `alias` command that works the same as input.bind but with a custom command name instead