141,383 Commits over 4,352 Days - 1.35cph!

3 Minutes Ago
Fixed scientists using multiple masks at once, now matches main
6 Minutes Ago
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
34 Minutes Ago
Merge from main
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Stove stuff.
1 Hour Ago
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3 Hours 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
3 Hours Ago
merge from networkgrid_iterationspeed_changes
3 Hours Ago
Another null check in OnNetworkSubscribersLeave
3 Hours Ago
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fix junkyard greencard spawning in desk
4 Hours Ago
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4 Hours Ago
Bowless Crossbow - texture update
4 Hours Ago
merge from main
4 Hours Ago
Fixed the 'Fire Rate' tooltip used by projectile weapons sharing the same token as the attachments
4 Hours Ago
merge from render_pipeline_testing
5 Hours Ago
work around issues causing fog to be incorrect/denser than it should
5 Hours Ago
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5 Hours Ago
Merge: from networkgrid_iterationspeed_changes - Bugfix: handle more cases of lazy-initted net group subscribers instead of NREing Tests: none, trivial changes
5 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
5 Hours Ago
Merge from main
5 Hours Ago
Basic entry point calculation so it lands approx near target spot
5 Hours Ago
Stove WIP & related materials.
5 Hours Ago
Increase start height
5 Hours Ago
Ice metal vest new fbx and setup
6 Hours Ago
Fix
6 Hours Ago
Setup some placeholder art in the prefab, initial rotation.
6 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.
6 Hours Ago
Frankenstein visibility
6 Hours Ago
Frankenstein visibility
Today
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
Today
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
Today
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Today
Merge: from main
Today
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
Today
* Fix wolf and tiger not jumping on foundations * Port sample position fix for ghostships to new navmesh agent * Re-add failed path vddraw
Today
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
Today
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Today
edited crossbow bowless viewmodel  anims
Today
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Initial prototyping
Today
merge fix for increased 2.5gb memory usage on servers
Today
Cache the highest level, most ugpraded workbench for player. Fixes a few bugs.
Today
merge from waterwheel_deployable