156,977 Commits over 4,536 Days - 1.44cph!

Today
Apply the item position on the Loadout UI icon slots if applicable https://files.facepunch.com/raul/2026/September/22_22-19-FixedHellbender.png https://files.facepunch.com/raul/2026/September/22_22-20-PertinentWeevil.png
Fix the deployment being the wrong way around
Add blinking 'processing' and 'blocked' text on the info display
Yesterday
Ok fine allow buildings to define multiple exteriors - even though theoretically there can only be a single exterior per base it gets funky in it's current implementation when not all building blocks are handled by base occlusion so you can have separate sections of a base that aren't connected with faces but are both outsides (example: connecting external TC with ramps)
Yesterday
Exclude high walls from room occlusion (since they are always considered outside structures)
Yesterday
Fix bases being able to define multiple outsides of the base - collapse to a single outside when interior rooms incorrectly are flagged as interior
Yesterday
Bugfix: fix invalid takeover data for crystal ak Accidentally copied pack even though it hasn't one when manually resolving Tests: navigated to page, crystal ak displays as intended
Yesterday
Added a per-stage benchmark measurement harness before moving onto experimental optimisations. To be used to measure future improvements and map changes. - ProcgenStats: time per-stage, number of prefabs placed, placement hash, counters (filter calls, radius scans, texel reads, anchor scans, monument attempts). - ProcgenBenchmark: editor tooling to generate maps for queued seeds and writes a CSV row per-stage. One map per play session, exiting play mode after each generation. - Powershell scripts to drive the editor benchmarks and compare CSV outputs by hash and stage time
Yesterday
Bugfix: store.refresh now restarts the tab Fixes tab having only default-initialized tiles Tests: ran refresh while on general tab
Yesterday
Post merge fixes
Yesterday
merge from main fix conflict in ConversationData, bumped VehiclePadRepaired condition type
Yesterday
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Yesterday
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Yesterday
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Yesterday
Update: HttpImage - permit multiple requests for same url Fixes clurred images for overlay pages where first button shares sprite with full screen image but has different settings Tests: navigated to coconut underwear page - loaded both
Yesterday
merge from procgen_visualiser
Yesterday
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Yesterday
merge from main
Yesterday
Merge from critter_animals
Yesterday
Indicator + light notify LOD
Yesterday
Rollback changes to addon whitelist * It caused issues on Linux builds with addons that use non English characters Add some panel related hacks to account for community made addons Enable override of suit/health charger entities & combine mines Add possible solution steps to "Failed to init Steamworks" crash Remove half-working spawnmenu-only check from citizen RPG check * In hindsight it wouldn't work with player squads anyway, so just enable all citizens with RPGs to attack gunships, don't try to lock it to spawnmenu-spawned citizens only. Add more entities to Lua override-able list * filter_activator_context, game_player_equip, trigger_push, ambient_generic Fix double notifications when hitting Sandbox vehicle limit Updated a whole bunch of built-in spawnicons * About 600 of them * Touches some PHX props, a few HL2 props, most of the TF2 props in the default spawnlist Update default spawnlists * Rearranges some stuff to better group similar items Update TF2 weapons spawnlist Slightly adjust L4D1 and Portal spawnlists Added more allowed entity overrides * item_battery, item_healthkit, item_suit, item_longjump * func_pushable, func_healthcharger, func_recharge * Half-Life: Source ammo entities * weaponbox, speaker Added Satchel entities to override whitelist + func_tankmortar
Yesterday
Merge from animal_fence_sound_polish
Yesterday
First pass on jellyfish swarms
Yesterday
Animal fencing audio polish and added new ui sounds
Yesterday
Tweaked power phase requirements Tweaked loot spawn types Fixed bad map topology in harbor_1
Yesterday
added colour mask slot to crittermovement and environmentfishcritter shaders for crab
Yesterday
Pipe/wire pass for random room i (small)
Yesterday
Tech tree fixes
Yesterday
edited grenade vm pullpin anim so the pin does not momentarily appear on screen after its pulled as it blends to throw ready idle
Yesterday
Halloween Wallpapers - texture update
Yesterday
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Yesterday
updated skins list
Yesterday
Minimum of 1 fuel for even worse foods (grubs)
Yesterday
spooky halloween decor pack steam item
Yesterday
- Description - Crafting costs - Tech tree
Yesterday
Updated huntingtrophy prefab to allow different sheep colourings to display correctly.
Yesterday
Update: HttpImage - pick a higher mip, seems to look better when downsampled Tests: navigated to pack overlay page
Yesterday
- Have to restir after adding new food - Show a little pop animation in the loot panel ui to show its been reset - Make 'electircity required' show in red
Yesterday
- Turn off lamp and indicator if theres no power connected to the biofuel generator - "stirring" -> "stirred"
Yesterday
Mask sheep face when shaving (only disappear when fully shaved), have shaved areas more organic looking and wavy
Yesterday
Reduce power consumption
Yesterday
Add emissive indicator lights: - green flashing when done (fuel in and not food) - green when cooking normally - solid red when no food (to show its burning power) - red flashing when needing to be stirred
Yesterday
Update: reimplement shop.unloadAssets convar Tests: set it to 0, navigated to shop and out, confirmed bundle was still loaded via listdynamic, set to 1, confirmed it was gone via listdynamic
Yesterday
Merge from airwolf_repairable_pad 🚁
Yesterday
Manifest
Yesterday
exported edited frog anims
Yesterday
Clean: get rid of icon precaching from store bundle All bundle assets are now loaded on demand, so this code was both useless and harmful Tests: navigated through store with failloads 1 - all images present
Yesterday
Adjust helipad repair requirements
Yesterday
Merge from main