141,161 Commits over 4,383 Days - 1.34cph!

16 Minutes Ago
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16 Minutes Ago
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56 Minutes Ago
new tech tree unlock sounds are a bit quieter
3 Hours Ago
Apartment complex b mesh fixes
3 Hours Ago
Bitumen roof texture tweaks
3 Hours Ago
Window atlas texture value fixes
2 Days Ago
Make "Invalid detail light id" into a warning Apparently some HL2 maps have bad LDR detail prop lighting lumps, triggering the bounds check Try to fix ammo counter being red/orange when having ammo Default HUD supports showing Clip2 if weapon uses that * it also supports cursed combinations like secondary and primary without clips at the same time, primary without clips and secondary with, etc Slightly adjust ammo HUD to fit 9999s comfortably HP and Armor HUD expands to fit 4 digits when necessary Fix armor UI element being slightly longer than HP UI element Rework CCachedRenderData bounds checking * Is now a warning + more checks Minor cleanups Reject invalid Water shader combos CS:GO missing map icons Mention sv_nomap_timeout in "no map" warning (once) Also reset reflection/refraction after reflective glass is out of view Fix newly introduced crashes with ammo HUD MC:V map icons htf_ map category Fixed scaled static props not updating render bounds * Fixes MC:V static props not rendering sometimes Fix gravity gun regression in multiplayer Give more space to secondary ammo display for 4 digits Slightly adjust default HUD colors * Slightly darker background, less eye searing text, so it's easier to see on various backgrounds * All the colors are in ClientScheme.res Update UnlitTwoTexture shader to CS:GO version * Includes support for TRANSLUCENT shader combo and BEACHFOAM material parameter from CS:GO Improve and fix water shader rendering * Fixes regression on existing maps that were not using realtime reflections, such as most TF2 maps. They used weird cheap & expensive water blending which is now restored * For water materials using flowmaps but NOT realtime reflections, we now apply CS:GO's envmap blending like expected. This improves visuals of water on MC:V maps Enable weapon selector scrolling with too many weapons to fit on screen Preview of what it looks like: https://files.facepunch.com/rubat/2026/March31-2469-FruitfulBelugawhale.mp4
5 Hours Ago
Fixed console autocomplete ranking by match position in fullname instead of command name (party.connectparty instead of client.connect)
5 Hours Ago
merge from main
Today
- industrial large furnace: prefab and item setup, lod0, material - industrial decor pack sitem - ran manifest and localization
Dye material updates
Today
Adding some roof barriers models to the apartment complex main building scene save
Deleted old hair dye sets
Today
Adding collider meshes for the road prefabs that were introduced for the apartment complex
Today
Asset bundle test: Use full absolute path and platform-specific directory separator
Today
Merge from main
Today
Merge from editor_copytexture_error_spam_fix
Today
Add copilot-instructions.md
Today
ignore.conf update
Today
Merge from terrain_culling_uav_fix
Today
Merge from main
Today
added some fake interior boxes to the broken windows prefabs tweaked rooftop material to fit the new bitumen roof textures
Today
merge from waterwheel_deployable
Today
merge from atmosphere_workshop_error_fix
Today
subtracting 147419 waterwheel headbob - Camera fuckery
Today
UAV format support check for terrain culling
Today
potential fix for obscure Graphics.CopyTexture error spam in editor
Today
put vclouds/vfog stuff under sky dome prefab so all scenes that have the sky dome pick them up automatically. should get rid of all black sky issues and workshop error
Added playground.hair to test dye sets Added mid length dye materials Added mid-length gradient map
Today
merge from main
Today
fix water wheel pushing splash sound effect playing when the wheel is on land
Today
tier 3 reinforcement plates, lods and prefab setup
Added mid-length style
Today
Fix remove default unity terrain check from map render
Yesterday
Play poof particles when fuse becomes visible
Yesterday
merge from junkyard_greencard_fix - build
Yesterday
merge from wiretool_fluidtankboat_fix
Yesterday
merge from devtools_escape_fix
Yesterday
merge from adminui_copy_fix
Yesterday
merge from loadoutUI_refresh_fix
Yesterday
merge from waterwheel_deployable
Yesterday
merge from skinviewer_chickencostume_bc_fix
Yesterday
merge from sessionmodal_fixes
Yesterday
merge from vclouds_refl_error_fix
Yesterday
merge from storehero_text_fix
Yesterday
update from main
Yesterday
update from main
Yesterday
Remove fuse lighting from mortar. Add instantly firing on reload. Fix firing point not being attached to the mortar. Implement distance text Implement velocity calc for mortar firing. Remove aim direction resetting on reload (old inherited behaviour) (Mortar seems functional, needs randomness and recoil.)
Yesterday
Make some progress getting Rust/Standard to work with BatchRendererGroup
Yesterday
Update "Rejected transfer of" warning to be more descriptive * And also moved it after existing file check, so it doesn't spit out misleading warnings Add .ani to serverDL whitelist Fixed Lua error with duplicator's control panel Clamp down on more invalid paths Turn some console messages into warnings so they are easier to see Reduce scheme max font size to 150 * Fixes some weapon selection icons not having their blur at 160 More killicon aliases Vehicles inherit physics icon, hl1 mp5 and grenades use HL2 alternatives More BMS NPC placeholders * I am not even sure I should be doing this. Adds the zombie variations, sets the human grunt models, randomizes faces Consistently apply ammo HUD coloring when empty