141,375 Commits over 4,352 Days - 1.35cph!

11 Minutes Ago
Stove stuff.
11 Minutes Ago
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1 Hour Ago
Make "Invalid detail light id" into a warning Apparently some HL2 maps have bad LDR detail prop lighting lumps, triggering the bounds check 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 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 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
1 Hour Ago
merge from networkgrid_iterationspeed_changes
1 Hour Ago
Another null check in OnNetworkSubscribersLeave
1 Hour Ago
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2 Hours Ago
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2 Hours Ago
fix junkyard greencard spawning in desk
2 Hours Ago
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3 Hours Ago
Bowless Crossbow - texture update
3 Hours Ago
merge from main
3 Hours Ago
Fixed the 'Fire Rate' tooltip used by projectile weapons sharing the same token as the attachments
3 Hours Ago
merge from render_pipeline_testing
3 Hours Ago
work around issues causing fog to be incorrect/denser than it should
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
Merge: from networkgrid_iterationspeed_changes - Bugfix: handle more cases of lazy-initted net group subscribers instead of NREing Tests: none, trivial changes
3 Hours Ago
Bugfix: more null checks around lazy created subscribers - utilities in BaseNetworkable - BaseEntity.SignalBroadcast (in case npc shoots outside of players range) - TreeManager.OnTreeSpawned (in case they spawn on an empty server) Tests: none, trivial changes
4 Hours Ago
Merge from main
4 Hours Ago
Basic entry point calculation so it lands approx near target spot
4 Hours Ago
Stove WIP & related materials.
4 Hours Ago
Increase start height
4 Hours Ago
Ice metal vest new fbx and setup
4 Hours Ago
Fix
4 Hours Ago
Setup some placeholder art in the prefab, initial rotation.
4 Hours Ago
Sync installed ugprades for the player's current workbench to the client. Show icons of any installed upgrades in workbench vital UI notification panel (wip, works but looks shit - Workbench level 1 only for now) Add placeholder icons for all upgrades.
4 Hours Ago
Frankenstein visibility
4 Hours Ago
Frankenstein visibility
5 Hours Ago
Merge: from networkgrid_iterationspeed_changes - Bugfix: avoid NREs from accessing uninitialized subscribers for net groups Tests: booted into craggy with server occlusion and jobs 0, 1, 2, 3 modes
5 Hours Ago
Bugfix: avoid NREs by skipping not yet initialized subscribers for the network group Tests: booted into craggy with server occlusion and jobs 0, 1, 2, 3 modes
5 Hours Ago
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5 Hours Ago
Merge: from main
5 Hours Ago
Merge: from serverprofiler_filters_april2026 - Update: remove a couple assemblies and utils from being recorded in snapshots to reduce overhead Tests: exported snapshot in Jobs 3 mode and inspected
5 Hours Ago
* Fix wolf and tiger not jumping on foundations * Port sample position fix for ghostships to new navmesh agent * Re-add failed path vddraw
5 Hours Ago
Update: april batch of ServerProfile filters - Release binaries built from 8643e0d9 Excludes: websocket-sharp and UniTask assemblies, Facepunch.System's Deque and TimeSpanExt classes Tests: inspected snapshot from editor in jobs 3 mode
5 Hours Ago
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5 Hours Ago
edited crossbow bowless viewmodel  anims
5 Hours Ago
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5 Hours Ago
Initial prototyping
6 Hours Ago
merge fix for increased 2.5gb memory usage on servers
6 Hours Ago
Cache the highest level, most ugpraded workbench for player. Fixes a few bugs.
6 Hours Ago
merge from waterwheel_deployable
6 Hours Ago
remove debug
Today
merge from main
Today
merge from waterwheel_deployable
Today
Added more to waterwheel item powergen info, added warning on waterwheel for when waterflow is missing/blocked
Today
Scarecrow head and suit FBX and prefabs
Today
client compile fix
Today
added 3p swimming animations to player anim controller
Today
merge from main