161,417 Commits over 4,597 Days - 1.46cph!

10 Days Ago
rename `demo.newui` to `demo.oldui`, enable demoui2 by default. [old ui stays. we really don't have a reason to nuke it for now and there are still some people that prefer the old one.]
10 Days Ago
Adjust empty model file handling * Change where it bails so maybe its less error prone? Fixed an issue with prediction error counting affecting certain fields Added icons for the 5 new TF2 maps
10 Days Ago
disable dolly preview, fix spline ordering issues.
10 Days Ago
Set "occlusion_door_immediate" to false by default (was supposed to be since we show everything within 32m)
10 Days Ago
merge from aizone_sleep_fix
10 Days Ago
Merge from vcc
10 Days Ago
Merge from main
10 Days Ago
Add special staging-only gamepad UI button option that hackily enables gamepad override just for that session. Hide all other gamepad options in the gamepad section until it is enabled.
10 Days Ago
Fix navmesh building on top of cargoship
10 Days Ago
Fix AI Sleep Zones not working correctly since May - race condition fix earlier this year inadvertently made any zone outside of a BaseEntity not initialise correctly (all except underwater labs) - before / after on fresh procmap: https://files.facepunch.com/ryanw/2026/October/26_19-06-IndelibleBlackrhino.png / https://files.facepunch.com/ryanw/2026/October/26_18-54-FluffyDaddylonglegs.png
10 Days Ago
Fix sheeps starving despite a trough, their feed time was lower than cows so they wasted time shuffling with each other for a turn, now feeding time can't desync between sheep and cows
10 Days Ago
Update: Item.UseItem now returns if the entire item was consumed - bugfix IndustrialConveyor's use-after-free of item in QuickMove path Tests: ran conveyor tests, no longer failing
10 Days Ago
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10 Days Ago
Optimize doors when recalculating series of connected rooms when doors are opened & closed
10 Days Ago
merge from analytics_base_occlusion -> main
10 Days Ago
Fix compile errors
10 Days Ago
merge from work_queue_optims
10 Days Ago
- anims and clips for weapons own anims, inc stock deploy + collapse, reload and fire - initial animator setup for these weapon anims - clip update of 3p idle - avatar setup for world weapon rig
10 Days Ago
Add analytics events for rotating and flipping building blocks
10 Days Ago
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10 Days Ago
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10 Days Ago
boat_scientists_improvements -> main
10 Days Ago
Only attempt turns when we can actually see the player
10 Days Ago
Lap interval pass on additional work queues - DroppedItemUnderwaterQueue, 0.05, keep inline (ish) with physics tick rate - BotColliderWorkQueue, 0.1, this is only refreshed every 0.2-0.3 seconds anyway
10 Days Ago
Fix bad merge when updated before submitting livestock lamp changes
10 Days Ago
merge from main -> base_occlusion
10 Days Ago
merge from analytics_base_occlusion -> main
10 Days Ago
boat_scientist_improvements -> main
10 Days Ago
- Give up players if you've been chasing them for a while - Pursue for a max set of meters unless that player shoost you
10 Days Ago
replicated_convar_error_change -> main
10 Days Ago
item_pool_expansion -> main
10 Days Ago
sprinkler_fixes -> main
10 Days Ago
radwater_color_throw_fix -> main
10 Days Ago
Add "isOpen" to the existing door toggled event
10 Days Ago
3p setup wip - 3p anims - holdtype controller population - holster placement
10 Days Ago
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10 Days Ago
- Swap to another target if the boats main target is obstructed - Otherwise decide to bail if the target has been hidden for a long time
10 Days Ago
Fixed NPC related crashes Minor cleanups Move DrawTexturedRectUV changes to a separate func * DrawTexturedRectRawUV Make "SetPos touch triggers" change opt-in via argument * This change causes infinite loops in existing addons, such as TTT. Fixed auto complete for lua_refresh_file Added Player:RunConsoleCommand * It's serverside only, has the same limitations as Global.RunConsoleCommand Use Player:RunConsoleCommand in some sandbox tools Fixed citizen_sheet_bloody.vtf appearing blurry
10 Days Ago
Bugfix: fix WaterPurifier incorrectly increasing stack of garbage in output just before removing it Tests: none, trivial change
10 Days Ago
Bugfix: ResearchTable.ResearchAttemptFinished - preserve ItemDef from the removed item to avoid NREs Tests: none, trivial change
10 Days Ago
commit remaining textures that were for some reason not included
10 Days Ago
added new milk icons so its clearer what they are when in fridge. updated asset textures accordingly
10 Days Ago
Optim: use IndexOf to avoid double scan in ItemContainer.Remove Tests: ran unit tests
10 Days Ago
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10 Days Ago
Bugfix: reimplement ItemContainer.Clear loop to invalidate items at the end of iteration - removed couple cases of dead code Tests: unit tests + server automated tests, down to 1 failing
10 Days Ago
If the target is no longer valid then move on to someone we can see, or bail out
10 Days Ago
Workshop Downloadable Source - Default name for files now uses dashes instead of dots. "rifle.ak.obj" would now be "rifle-ak.obj" to prevent issues
10 Days Ago
Workshop Downloadable Source Models - Updated all files, adding a (correctly shaded) _triangulated mesh for every quadded mesh. Kept the quadded meshes when they existed for skinners to choose. Downloading meshes now downloads one file with all the meshes inside instead of one mesh per file. Updated .skinnable files to match the new file names. Removed old files
10 Days Ago
exported seagull take off anim
10 Days Ago
merge from main