144,721 Commits over 4,413 Days - 1.37cph!

Yesterday
Bugfix(tests): fix incorrect setup of TestNew_KillSleeper We weren't injecting lastSeen records for other subscribers, which tripped up assertions Tests: ran unit test
Yesterday
adding art for tree_guard_fences, prefabs some splat repaint to fit the ground below trees
Yesterday
FakePlayer tweaks
Yesterday
Added a basic GamePhysics.Trace depth culling test for non-instanced texts https://files.facepunch.com/raul/1b1411b1/14_13-33-LooseImperialeagle.mp4
Yesterday
skip sending batched packets to groups with no subscribers
Yesterday
SimpleLight sends on/off flags through batched system
Yesterday
added BatchedEntityFlags packet type - allows IOCircuitSystem to buffer entity flag changes from IOEntities and send batched packets instead of per-entity packets - test setup with 2000 lights goes from 26ms to <2ms on the server
Yesterday
Forgot Circuit.cs
Yesterday
Split the circuit dirty flag into two: Dirty and NeedsRebuild so setting a circuit dirty doesnt trigger a rebuild every time Added rebuild timings
Yesterday
Add spawn.reset_groups - just clears then fills all spawn groups, useful for spawn point testing
Yesterday
FakePlayer improvements + Test fixes
Yesterday
Moved the tick to every frame Added timings command to debug circuit perf
Yesterday
Codegen
Yesterday
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Yesterday
Set lr300 entity to use sprint pose and updated rightArm_NoRProp to use hand
Yesterday
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Yesterday
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Yesterday
Added coconut.tree prefab + lootspawner. Added 3 coconuts to tropical_short_c for testing. Manifest update.
Yesterday
Added binary sign step as a distinct fpbuild call in pipelines instead of bundling it as a build step
Yesterday
Compile fixes
Yesterday
Added basic UI to supply signal, allowing selection between Default, Resources, Weapons and Med/Food drop types.
Yesterday
merge from automated_testing
Yesterday
Possibly fix some tests failing
Yesterday
merge from main
Yesterday
Show icons on the marketplace terminals
Yesterday
Experimenting with a HeldEntitySprintModifier new animation sub system Plays a selected animation on the right arm once the player goes above a set speed, allowing more left arm movement to show Fades out the hands layer on the root player model as this clip fades in so we get the upper body movement Setup on the LR right now, using the torch idle pose so it looks busted but it gets the idea across Should only need a simple loop or single frame pose with the r_prop at the right
Yesterday
Added a new Drone Availability Manager entity Exposes a variety of options for limiting the use of vending machine drones MarketDrone.drone_disable_in_bad_weather - disables drone purchases in rain or storms MarketDrone.drone_disable_at_night - disables drone purchases at night MarketDrone.drone_disable_on_new_wipe - disables drones entirely for the first X hours of a wipe in reatime, defaults to 24h
Yesterday
Adjust both arms curve on torch attack animations
Yesterday
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Yesterday
Created a new Wearable Variant Creator Window, simple tool that lets us make new premade skeleton variants Presents a list of every wearable in the project, can pick and choose which items you want and it then produces a new prefab with the skinned meshes setup and LODs stripped Keeps prefab links to original clothing so this shoud be more future proof as we modify/update clothing
Yesterday
Move to new folder
Yesterday
Update: pool.usemutexpool convar (default 0) to optionally revert to original pool - ran codegen(skipping protobuf due to mac weirdness) Tests: booted into craggy and toggled the var. Checked pool capacities via pool.print_memory
Yesterday
merge from automated_testing
Yesterday
Moved server block in TestScenario_RocketSplashDamage
Yesterday
Don't catch exceptions in WrapTestAsCoroutine
Yesterday
Optimise mission objectives which dynamically update mission location to nearby target entities - Use a defined layer mask which matches that which the target entity/s will be found on, was previously doing a physics cast on every layer - Rework how entities are defined as valid for each objective to remove allocations - Now run the location updates entirely clientside where possible, it is only used for UI things and doesn't need to be run serverside if a valid entity is in range On our mission testing map brings serverside cost per 1s tick from ~0.4ms to ~0.07ms clientside and now garbage free
Yesterday
Bug fixes and optims, only snapshots dirty slots
Yesterday
Fix steamworks.GetDownloadedItems returning nothing sometimes * When subbed item count == downloaded item count Resolve some pointer truncation issues for 64 bit builds Minor merges from x86-64 Fixed a number of 64bit compile warnings More 64bit compile warning fixes More compile warning fixes & TF2 SDK merges More 64bit merges & fixes Added Player.GetFlashlightColor Added new Hammer inputs from TF2 * SetModel, SetCycle, SetPlaybackRate Remove con_logfile from code * Fixes complaints about it missing when running certain commands Cache sound durations to avoid file parsing every time Apply some more Windows manifest changes from TF2 SDK * Use modern common controls stylings * Mark as DPI aware to avoid our window getting scaled More 64bit fixes Prevent give concommand creating certain entities More 64bit compile warning fixes Fix crash with lua_dumptimers_cl when timer names are very long
Yesterday
Added cube variants of the br_sphere family, CubeEntity with size lerping support https://files.facepunch.com/raul/1b1311b1/cube_vis.jpg https://files.facepunch.com/raul/1b1311b1/cubes_showcase.mp4
Yesterday
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Yesterday
Fix crash with lua_dumptimers_cl when timer names are very long
Yesterday
Remove con_logfile from code * Fixes complaints about it missing when running certain commands Cache sound durations to avoid file parsing every time Apply some more Windows manifest changes from TF2 SDK * Use modern common controls stylings * Mark as DPI aware to avoid our window getting scaled More 64bit fixes Prevent give concommand creating certain entities More 64bit compile warning fixes
Yesterday
Increased LOD2 on the apple tree again... Added a very small chance for apples to fall just by hitting the tree (this will not happen to trees with beehives on). https://files.facepunch.com/LukeD/2026/05/Unity_ZUViSdEn7h.mp4 Now I can finally work on my magnum opus, adding coconuts to trees in the deep sea.
Yesterday
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Yesterday
Trace debug commands, logs when something happens on a circuit
Yesterday
illuminated pressure pad; - game model added. - pressure pad lights up in two conditions; when power is sent or when power is recieved. Which now allows burst of power to illuminate the pad for a small time. - updated material, prefab and icon. https://files.facepunch.com/curtis/1b1411b1/14_03-08-CadetblueOlingo.mp4
Yesterday
illuminated pressure pad; - add baked textures for preview, not yet textured
Yesterday
illuminated pressure pad; - remove redundant texture
Yesterday
remove debug print in WaterRendererFeature
Yesterday
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide