141,520 Commits over 4,383 Days - 1.35cph!

Today
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Today
Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
Today
merge from main
Today
stripped back workbench 2, added new corpse
Today
Cleanup
Today
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
Today
Update prefab MetalIceVest
Today
IceMetalChestplate and IceMetalFacemask setup
Today
updated workbench tier3
Today
workbench tier 1 corpse update
Today
WIP show icons of equipped upgrades in workbench vital panel
Today
Bugfix: protect network group networkables access since it's lazy initted now Tests: opened deepsea on craggy, ran `deepsea.printentitycount`, flew around craggy and open waters, entered and left deep sea, killed scientists from far away
Today
added test case to retest specific known-failing drag consistency tests - adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public
Today
Merge from main
Today
Merge from main
Yesterday
Undo of 147532 - Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
Yesterday
Merge: from main Will need to subtract some stuffs
Yesterday
Remove conflicting shader directory
Yesterday
Fix shader errors
Yesterday
Set up layer structure in new prototype shader
Yesterday
Split StandardLayers into types and functions
Yesterday
merge from parent
Yesterday
merge from main
Yesterday
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Yesterday
Cherry-pick new standard shader prototype
Yesterday
Added the default light cookie for spot lights and a white cubemap for point lights that don't have a light cookie assigned
Yesterday
Added support for custom light cookies when shadow caching is enabled
Yesterday
Merge from terrain_renderer
Yesterday
Merge from main
Yesterday
Fixing ocean topology floodfill not reaching certain sections behind road crossings
Yesterday
Rentable shop first pass setup, just setting up verison A for now Can open and close the shop via E for now Enabled/disables appropriate roots on the prefab to hide/show shutters, interior contents, etc (bonus side effect, we can disable all of the interior set dressing while the shop is closed) Spawns a shopkeeper and invisible VM when opened
Yesterday
Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
Yesterday
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Yesterday
Merge from main
Yesterday
Fix too large farplane distance in terrain culling, adjust lod count for better gpu perf
Yesterday
Beancan override fixes
Yesterday
Fix terrain quality remapping
Yesterday
Fixed scientists using multiple masks at once, now matches main
Yesterday
Fixed AI not being able to be spawned inside of WakeAI zones if in an editor scene Awake was happening before the local server was initiated and throwing an exception so it wasn't getting query events This is an issue on main but it's blocking quick testing on this branch so I'll do it here, could cherrypick this change to main if needed
Yesterday
Merge from main
Yesterday
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Yesterday
Stove stuff.
Yesterday
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Yesterday
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
Yesterday
merge from networkgrid_iterationspeed_changes
Yesterday
Another null check in OnNetworkSubscribersLeave