191,730 Commits over 4,049 Days - 1.97cph!

3 Days Ago
Compile errors
3 Days Ago
Convar to disable vine drawing
3 Days Ago
Route vine length through protobufs instead (much better results)
3 Days Ago
More distance calculation bugs
3 Days Ago
tweaked gib colliison to be smaller to allow gibs to collapse more easily
3 Days Ago
Fix bug causing vines to be incorrect lengths acording to distance
3 Days Ago
balanced specular boost on rustige eggs across the board
3 Days Ago
remade and rebuilt gibs for Wooden Double Doors, Armored Double Doors and Factory Door
3 Days Ago
merge from largefurnaceoptimize
3 Days Ago
merge from crossbow_arrow_fix_2
3 Days Ago
merge from premium_network_error_fix
3 Days Ago
Merge from snakes
3 Days Ago
Add water depth check to ValidatePosition when re-positioning. Allow shallow water but nothing more.
3 Days Ago
Vine ddraw debug stuff
3 Days Ago
Fix delayed triggers after repositioning.
3 Days Ago
Bunch of refactoring. Fix double strikes. Reduce reposition delay.
4 Days Ago
Setup LOD on vine line renderer
4 Days Ago
Clamp max vine length
4 Days Ago
Applied same fix to double wood door, double armored door and factory door (not working atm)
4 Days Ago
Fixed doors and garage door gibs not being skinned
4 Days Ago
Merge from hackweek_reduce_copies_2
4 Days Ago
Merge from main again
4 Days Ago
Update protobuf code generator (added back ReadUInt64 overload for array/span)
4 Days Ago
Fix crocodile briefly sinking to waterbed just before exiting water, instead of smoothly transitioning from surface to land
4 Days Ago
Merge from main
4 Days Ago
Added con_bgalpha/border to blocked convars Fixed typo in Extra console dropdown Fix white-on-white text color for pressed-in DMenuOptions Minor cleanup Remove unused member variable from keyvalues class Fixed DTextEntry autocomplete clicks not functioning Try to prevent infinite loops when firing bullets from OnTakeDamage There was a weird behavior with it applying the first bullet's damage over and over again if using Entity.FireBullets from EntityTakeDamage Reveamp scoreboard player volume scroller thing So it's more obvious that you can scroll https://files.facepunch.com/rubat/2025/April07-1255-ValuableGemsbok.png
4 Days Ago
Updated kapok mesh and prefab Added swinging vine texture Created a viewmodel vine mesh
4 Days Ago
merge from io_networkcache
4 Days Ago
Merge from jungle_update (animal eyes shining in the dark)
4 Days Ago
Update wolf night eyes effect
4 Days Ago
Re-enabled network cache on RF and RC entities, not needed anymore
4 Days Ago
Enable croc eyes shining in the dark
4 Days Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone), previous commit didn't go through
4 Days Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone)
4 Days Ago
Face towards player when re-appearing
4 Days Ago
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4 Days Ago
Merge from jungle_update
4 Days Ago
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres - It used to be there, but lost it during refactor Tests: unit tests
4 Days Ago
Clean: minor changes to GamePhysics - Renamed batch methods to be plural - Split GamePhysics.CheckSphere<T> to separate OverlapSpheres - added profiling scopes Tests: unit tests
4 Days Ago
Fixed vine renderers not spawning on proc gen
4 Days Ago
merge from high_walls_skins
4 Days Ago
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
4 Days Ago
Merge from jungle_update
4 Days Ago
Merge from blowpipe
4 Days Ago
Obscure vision overlay improvements
4 Days Ago
Update: move RemoveTerrainMask to GamePhysics Tests: unit tests
4 Days Ago
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize Tests: ran unit tests
4 Days Ago
Update: split GamePhysics.CheckCapsule<T> - forbid CheckCapsule(batch) from returning ColliderHits - this is to better represent relationship to non-batched CheckCapsule Tests: unit tests
4 Days Ago
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4 Days Ago
Move the npc radius check after the filter radius check in the spawning flow, as it's cheaper if we early out at the filter stage