139,004 Commits over 4,474 Days - 1.29cph!
Jukebox particle fx now plays in time with music
Commit progress
New StagedRendererLOD component for staged destruction entities which supports renderer and material swaps between destruction stages and LOD levels
Custom inspectors for StagedRendererLOD and StagedDestructionEntityInfo
Seems to work, need to migrate data from existing prefabs to new serialized fields
add visible water to tank, material of water can be blended
Update: reimplement pool internals on top of LPRQ
Based on paper by Raed Romanov & Nikita Koval: https://dl.acm.org/doi/epdf/10.1145/3572848.3577485
Shows same or a bit better times than FuzzyPool, but periodically has a very spiky test (from 2ms to 40ms). Also needs further tweaking and documenting
Tests: ran unit & perf tests
Fix roadside procedural car wrecks and telephone poles occasionally spawning too close to rail tracks, blocking trains from passing
fix "" invokes
add convars for testing airfield terminals, forces charge to full
- airfieldairdropterminal.force_charge
- airfieldcallchinookterminal.force_charge
Setup row hover, invert colours.
Satellite list screen finished.
Enable dumpstringtables <table> to only print specific table
Remove sv_dumpstringtables (unused)
Implement some stringtable changes from CS:GO branch
* Short dumpstringtables, Implement clientside string index search so ParticleEffect can just work with clientside-only precaches now, other self checks
Make prop water level code apply to all animating entities (SENTs)
Try to fix baseanimating overlays resetting on server join
Merge Pull Requests
* Optimizations for Vector:ToColor
* Added math.Cot
gas station car crusher harsher collision placement
fix crusher not fully gibbing cars
fix lift being damageable
merge from water_treatment_plant_maintainables
water pipes fixes
- collider much smaller, only on faucet part
- buffed water push rate for IO 6 -> 18
- increased tank capacity 5000 ->
15000
- removed duplicate sound script
- consistent LOD ranges for all fx/sounds
updated powerline electrical box so that the wires and cover shute are lower and more over to the side to help prevent wire clipping on the io ports
jukebox
- speaker fx shows when isPowered and in the ON state
- added lods
- updated prefab
merge from PlayerMaintainedMonuments
changed positional height of the powerline_pole_a fbx steps
removed them from the fbx into its own object so they can be turned on and off
will need setting up by the code-person
merge from sharkmovement_sound_fix
Fix "sharkmovement.prefab not found in any asset scenes" log, found after I bumped this to a warning
It flagged an actual small issue, the shark has these subtle movement sounds that are supposed to be playing while it's charging the player - but they didn't work due to not being in the correct folder.
Now no longer completely silent: https://files.facepunch.com/cipeaX/2026/July/27_20-29-UnequaledLittlenightmonkeys.mp4
merge from hackweek_parented_ddraw
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
Fix stack overflow and alloc in navmesh load / save
Merge from rustplus_camera_fixes
Added sounds for the gas pump
Fix stack overflow in navmesh save, stackallow is not scoped to for loop but actually methods, also use writer.BaseStream.Write instear of writer.Write because the latter copies and allocates in Unity... Also fix potential bug in the way we check for null tiles
Hash ddraw object IDs from string to int client-side (behaviour remains the same)
https://files.facepunch.com/raul/1b2711b1/27_19-54-DopeyZooplankton.mp4
Soundwaves
Nixed fresnel from the emissive for aliasing purposes.
Delete unused details panel
Merge from satellite_crash
Default require_powerplant to true.
Stays false in editor for easier satellite testing.
Merge from satellite_crash
Finally fixed the mounting-backwards bug. That took longer than it should have.
Adjusted powerline pole ladder collider to be able to climb it from any sides
Updated side wire colliders to use GameTrace so players can climb through but shoot it
Disable ladder collider if powerline pole does not have an IO box, no more require looking at the collider when climbing
darts polish & fixes
- fix scoring not calculating properly
- integrate effects from petur: dart puff, bullseye hit, win game
- change default accuracy velocity threshold 0.03 -> 0.05
- fix winning game adding another score line at the end