137,045 Commits over 4,324 Days - 1.32cph!
Merge from hackweek_server_mesh_cull, testing out whether this can help
Fixed 200 bugs, UI tweaks and compile fixes
More asset scene work, still not quite working
Don't allow the server to save when running in local server mode
Don't allow more than one player to connect
Don't allow connections from other IP addresses (in case the default server port is open on the network)
Added logistic network tab, shows all the items in your base boxes (read only)
To show their content in the network, boxes need a storage monitor with a datachip, connected to the computer
Items are sorted by quantity
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Apply TF2 SDK fix for CUtlFilenameSymbolTable
* Should help fix loading packed files on Linux on certain maps with embedded files
Fix thirdperson initial angle snap (From TF2 SDK)
Put mksheet into "Tools" group (VPC)
Clamp bot player count in the server browser
* Also apply the clamping to serverlist.Query
Merge Pull Requests
* TTT weapon visual fixes for singleplayer
* Use IsPlayer instead of GetClass() == "player" in base gamemode
fixed Ornate LNY horse mask missing world outline
ran manifest and localization
screen mesh and material setup, updating prefabs and item
io state added to video screen
add close dialog to ui video screen config
Storage monitors now use the new socket system (like the industrial storage adaptors), allows me to deploy data chips on em
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Auto turret exposes: health, ispowered, hasTarget, equippedWeapon, ammoCount, targetPosition
Potential fix for UpdateExcludeLayers related bugs
Various UI fixes and tweaks
Door closer first pass implementation
Apply shelf changes after code review.
Fully implement now, use fillInventory to fill inventory with random items. You can filter by category too!
Data computer graph saving/loading
Add ability to unlock whole paths of the tech tree at once, with customizable speed, very satisfying
https://files.facepunch.com/cipeaX/2026/February/10_17-20-ApprehensiveIntermediateegret.mp4
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Item setup for locked loot container
Fixed print node printing everything as floats
Added NodeValue.AsString
Added execution logic and event nodes
Can finally run some graph now
layout improvements, town square subway entrance, basic cover pass for better traversal
apartment_complex S2P
cinema screen ui, placeholder model and prototype code and prefab setup
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hooked up store icons to steam items - realised the item prefab can control the ingame icon
hooked up media images to lny26 sitems and also added store-only icons (currently unused because skin asset doesnt have functionality)
comps box matrix added, guide mesh assigned, prefabs updated, icon updated
comps box removing temporary files
Nested grid changes:
- Add scale to instance data
- Move rotation float2 to uint
- Handle finding grid coords in nested grid with thread id
- Find LOD using precomputed offsets instead of distances
- Adjust grids by offset from LOD0 grid
Don't load monument bundles or asset scenes when running a local server
Add a list of allowed files, don't let the asset scene system load them (not quite working yet)
Tutorial island successfuly runs as a scene in a dedicated build
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Fix clientside golf ball stuttering