159,969 Commits over 4,566 Days - 1.46cph!

Rin
Yesterday
merge from RadiationDungeonFix
Rin
Yesterday
cherrypick 168487
Rin
Yesterday
Yesterday
Resave tutorial island scene
Yesterday
Fixed powergrid, steam auth issues Reduce pool sizes on server Disable server save/loading Consolidate all the command line switches Bypass steam auth if a local server (we already gate it so only local ip's can connect)
Yesterday
Merge from main
2 Days Ago
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2 Days Ago
merge from /main/cannon_firing_fixes
2 Days Ago
update from main
2 Days Ago
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2 Days Ago
merge from ambientlightlod_pooling_fix
2 Days Ago
Add local tutorial server folder to ignore Fixed window popping up, now successfully hidden (still triggering windows firewall though)
2 Days Ago
Fixed crazy formatting in debug.cs
2 Days Ago
Added debug.printlights command
2 Days Ago
Fixed AmbientLightLOD turning back on its lights when reused from the pool while culled Was causing a lot of deployable lights to stay lit at any distance after a base streamed back in Standing near a big base with 994 far ambient lights lit (editor): - LightBinningAndShadowPass 1.2ms -> 0.5ms - FindActiveLights 0.28ms -> 0.07ms
2 Days Ago
Merge from duck_jump_collision_check
2 Days Ago
Unsaved
2 Days Ago
Use forcedDuckDelta instead, we odn't need a raycast
2 Days Ago
merge from Halloween_2026_update
2 Days Ago
Merge from duck_jump_collision_check
2 Days Ago
Don't allow the player to jump while crouched if there is a solid object directly above them 0 radius raycast so this should still be possible around the edges of objects Prevents the player head briefly sticking through the floor when jumping while crouching under objects and getting explosion splash damage
2 Days Ago
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2 Days Ago
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2 Days Ago
Removed unintended box collider on the Gravestone art object, uses the intended convex collider which more accurately shapes the model, fixes physic impacts
2 Days Ago
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2 Days Ago
Cursed Cauldron fixes: - removed unused mesh collider with missing mesh from root - fixed prevent building collider being on the incorrect layer, fixing by proxy physic impacts
2 Days Ago
Fixed parachute reusing a field with the same name (lastPosition) as a parent Fixes a build error
2 Days Ago
Add missing analytics for apartments - evictions - apartment value at the time of break-ins (expose raw value from method)
2 Days Ago
Booltil/FreeImage/SQLite build for Linux64 Fixed Linux not building with recent changes due to AWESOMIUM * Can't get rid of it soon enough LuaJIT builds for Linux64
2 Days Ago
Fix frankenstein pet ignoring shields
2 Days Ago
Always use brackets after "if" or "for", remove usless comments
2 Days Ago
Assigned missing physic materals to Wooden Cross, Skull Fire Pit and Spooky Speaker (was cloth)
2 Days Ago
merge from main
2 Days Ago
Merge from prefab_hierarchy_flatten
2 Days Ago
Viewmodel - Added bespoke idle/fire/dryfire ADS anims, tightened up transitions & conditions going in/out of ADS
2 Days Ago
Reserialize TC loot panel prefab first so we can have a clean diff
2 Days Ago
- try catch the upload so we can remove it from the queue if it fails - fix static fields not resetting in editor
2 Days Ago
Merge from main
2 Days Ago
merge from corpse_lootable_fix
2 Days Ago
Formatting
2 Days Ago
Fix npc corpses being unlootable after a server restart
2 Days Ago
merge from main
2 Days Ago
Separate Linux Client and SCRDS build scripts Try to add classname to CUtlRBTree overflow message Fixed some regressions when entity search, incl Barnacles Rename ErrorFromLua to ErrorNoHaltStack Added CLuaInterface::FormatError Fixed some compile warnings Allow mesh.BoneData to be called with index 2 * Weight value is ignored in this case * Mesh() global now allows 3 bone weights * Mesh:BuildFromTriangles will now read up to 3 weights, depending on the input above Added 2 new sub scopes to PhysFrame * `PhysFrame-CPhysicsEnvironment::Simulate` and `PhysFrame-VPhysicsShadowUpdate` Added OnChangedFromMin/Max to math_counter entity * Also added SetMax/MinValueNoFire inputs for it Improve error handling of Autorefresh Fixed memory leak with Windows auto refresh with symlinks * Hopefully without regressions, as the system was changed somewhat substantially
2 Days Ago
Alien costume protection changed to bone armour Occupation slots match bone armour
2 Days Ago
Add "GetByCrc()" method to FileStorage so we can find files solely by their CRC Fix the cache not having the EntityID being updated when using ReassignEntityId() - will fold these into the FileStorage refactor when it lands
2 Days Ago
Fixed scarecrows sometimes not spawning in one of the halloween dungeon corridors
2 Days Ago
Also flatten entities nested within prefabs for consistency