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157,062 Commits over 4,566 Days - 1.43cph!

Yesterday
merge from sendmouseevents_optim
Yesterday
tattoo fixes - clamp tattoo brush size 1.0-5.0, doesnt use painting convar - zoom scaling clamp, so you cant get as far out but can also go closer than usual for fine detail - brushes now scale independent of zoom in tattooing, this does make performance a little worse, but fixes when the paint stamp doesnt cover enough of the uv and becomes spotty. WIP still - uv buffer now samples some of the uv pixels around the current target to try to smooth out and match seams where the uv resolutions dont match (like where the head meets torso etc..)
Yesterday
Optimized PreUpdate.SendMouseEvents by clearing the main camera event mask, nothing uses OnMouse events Saves up to 0.08ms a frame in builds
Yesterday
Compile fix
Yesterday
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Yesterday
Initial setup of different ADS and recoil settings for weapon stock being deployed/collapsed
Yesterday
merge from analytics_biofuel_generator
Yesterday
Add resource consumption/production events for the biofuel generator
Yesterday
pt_boat_rewrite -> turret_viewmodels
Yesterday
main -> pt_boat_turret_rewrite
Yesterday
Only send turret targets rather than every single turret movement We are effectively predicting the turret movement on the client with the server reconcilling it 1.83 -> 0.20 aim messages/s per idle turret ~46 -> ~7 B/s per turret per player On a 122 player server: roughly ~105 KB/s less outbound (~9GB a day). 6% reduction of all outbound game data
Yesterday
Formatting
Yesterday
first pass on tattoo layering - 2 layers, 1 "base" layer which is fixed onto the player model, 1 which is edited during a painting session - tattoo compositor merges the editing layer onto the base layer when exiting the menu or saving - fade is applied to base layer, and baked into the png when merging downwards - rads add fade to the base layer visually with a parameter, which is only baked in during a merge - reworked to accomodate a separate player sending the tattoo edits to the other for saving (bc tattoo chair eventually) - moved more code to serverside to allow for direct painting communication between 2 clients
Yesterday
Refactor and optimize LookAtIOEnt, avoid various allocs when wiring or updating battery info, avoid physics query every frame for turret interference
Yesterday
merge from gunfiring_optims
Yesterday
Fixed holding a gun searching the whole inventory every frame for reload ammo types Holding a gun with a full inventory: 0.06ms -> ~0.01ms
Yesterday
Initial pass, helper scene/player model guide prefab for easier balancing
Rin
Yesterday
merge from hackable_crate_icon
Rin
Yesterday
Updated hackable crate map icon
Yesterday
Merge from vcc
Yesterday
merge from gunfiring_optims
Yesterday
Fixed issues from the far shot and shell replay changes
Yesterday
Wallpaper health was included with every building block, even those without wallpaper Saves 10 B per building block
Yesterday
More prefab fixes
Yesterday
Optimize LookAtPlant and LookAtPlanter, only rebuild if data changed
Yesterday
Stop muzzle flash light casting any shadows past 60 meters cause it's wasteful Added MaxShadowDistance to LightLOD, default 0 so existing lights aren't changed
Yesterday
Fix head jitter when playing turn in place anims
Yesterday
Pack the tree billboard lists sent to joining players Each cell now sends its prefabs once, ids as deltas from the previous tree and positions as raw halves instead of a nested message per tree ~30 -> ~16 bytes per tree, roughly 1.8 MB -> 0.9 MB per player join on a full map
Yesterday
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Yesterday
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Yesterday
Reviewed the 3P gun effects we spawn for distant shots: - Muzzle particles don't emit past 60m anymore, you only get the muzzle light and the sound - Shells aren't spawned past 15m Unchanged when using scopes and binoculars, the distances are stretched based on zoom scale
Yesterday
Item icon, delete some unused uzi fbx files at the root of the assets folder
Yesterday
merge from snowmobile_wheel_fix
Yesterday
Fixed snowmobile wheels jittering at standstill due to physics noise Before: https://files.facepunch.com/raul/2026/October/13_14-12-FrailCobra.mp4 After: https://files.facepunch.com/raul/2026/October/13_14-14-RedBlacknorwegianelkhound.mp4
Yesterday
Texture fixes
Yesterday
Send animal look direction in an RPC rather than with SendNetworkUpdate Animals with look animators were running network updates crazy often rather than just sending the look over This was especially bad with cows, wolfs, sheep and bulls Worst offender is cow at ~144 bytes per look update (network update). ~350 B/s per cow per player -> ~60 B/s
Yesterday
merge from main
Yesterday
Set all the gun firing effects warmed up amount accordingly Estimated +21MB vs main, still around -29MB overall after removing the 3900 useless thrown projectiles
Yesterday
Release pad run/crouch toggles when keyboard/mouse is used, so a pad latch can't carry into keyboard play
Yesterday
Various prefab fixes
Yesterday
Fix editor NRE debug
Yesterday
mag_drop_fixes -> main
Yesterday
Stop SpaceLR and M15 mags sticking to the bone
Yesterday
Gun attack effects can now be recycled before their tail sound finishes, means we only have to warm up half the amount we'd need to
Yesterday
Cleanup
Yesterday
merge from main
Yesterday
Skip the gamepad vehicle action set lookup when no Steam Input controller is active
Yesterday
Only send waterwheel network updates when its actually changed (at low speed) Saves ~76 B per skipped update per nearby player
Yesterday
Merge from main
Yesterday
Clear potential stale gamepad inventory cursors in edit mode