145,222 Commits over 4,413 Days - 1.37cph!

4 Days Ago
Reduced the amount of TryGetComponentRecord calls
4 Days Ago
Extended smoke signals max height, making them visible from further away Added support for the cargo plane to drop different supply drops
4 Days Ago
Circuit merge do not set the whole circuit as dirty + eval pass micro optims
4 Days Ago
Removed duplicate line
4 Days Ago
Added ESPCanvas nameplate distance-based auto sizing https://files.facepunch.com/raul/1b1711b1/17_01-03-SpotlessCowbird.mp4
4 Days Ago
Add comments
4 Days Ago
Fix texture analyzer incorrectly flagging assets as having compression disabled that are NPOT + mipmaps that are part of texture atlases
4 Days Ago
Small tweak
4 Days Ago
Fix primitive servers logging an error when trying to spawn sharks in divesites since the divesite prefabs use empty prefabs to control shark spawn chances
Rin
4 Days Ago
Finer scale Flip degree min/max https://files.facepunch.com/Rin/2026/05/hsxOAUTTY4.png
Rin
4 Days Ago
Tool crate loot pool. Double spawn Lake only spawns https://files.facepunch.com/Rin/2026/05/Unity_qRVXOzMqS6.mp4
4 Days Ago
Fixed incomplete &/or cancelled map downloads writing empty maps to disk, causing reconnecting to break Download the map as a temporary file in the same folder then rename it once complete Additional cleanup on map download failure / cancellation Before: https://files.facepunch.com/raul/1b1611b1/16_16-43-LateGallinule.mp4 After: https://files.facepunch.com/raul/1b1611b1/16_16-52-SwelteringDunnart.mp4
4 Days Ago
fix missing shader parameter used by post process effects
5 Days Ago
No allocations when running the flood fill when rebuilding circuits
5 Days Ago
Updated all SimpleLight prefabs to use the HasPower flag instead of On
5 Days Ago
Updated cinematic controller, fixed existed talking anims and added new sets (generic and host)
5 Days Ago
Simple light don't switch the ON flag anymore, we can just use HasPower and save a setflag when turning a light on/off (they're batched but that saves some overhead)
5 Days Ago
Added a max flag flip per tick per circuit budget too (too many flag changes can stall the client)
5 Days Ago
Circuit budgeting: all circuits share a 0.25ms budget per frame to evaluate. When the budget is depleted mid circuit, we save where we stopped and continue later. The starting circuit is never the same so a single circuit can't eat the whole budget and clog everything Also moved the drain pass to the 1hz battery tick, it doesnt have to run on every tick
5 Days Ago
Optimised the evaluation pass. we now starts from the dirty components specifically instead of evaluating the entire circuit from start to finish When evaluating, if a component output didnt change, we stop there
5 Days Ago
added hanging ivy (hedera helix variegata) models, materials, textures. created 3 decor plant variants
5 Days Ago
FPV drone UI WIP & related files.
5 Days Ago
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
5 Days Ago
Use Azure Artifact Signing
5 Days Ago
▅ ▄▆▆▊█▆ ▉▍▄▅▋ ▊▇▌ ▊▊▆▋▄▊▅▅▌ ▆██▆▍
5 Days Ago
▊ ▋▉▍▅ ▉▋▄▌▊ █▍▍▌▅
5 Days Ago
▅ █▌▋▋ ▊▇▉▋▇ ▊▆▆▇█ ▇▌▍▊▆
5 Days Ago
Another consistency pass for resource files * Remove the word "Launcher" from launcher file descriptions - I thought task manager would show "Product Name" field, not "File description" field. * Make all resource files provide a single language ID (was previously US or UK english, sometimes German and Canadian English?) * Updated tool icon slightly * Add icons & version info to all compiled .exe files by our build system Build 64bit gmad/publish, add icons/version, fix some compile warnings Disable Steam Error Reporting as it is apparently EOL'd by Steam * Crash dumps are now generated by the game, not Steam * Moved crash dumps to crashes/ folder. Resolve 64bit tools not loading Build Hammer 64bit Fixed a bunch of Hammer 64bit runtime crashes
5 Days Ago
▌ ▇▅▋██ ▄▉▍▅ ▇▆▊▄
5 Days Ago
merge from /main/hackweek_parented_ddraw
5 Days Ago
merge from /main/hackweek_parented_ddraw
5 Days Ago
merge from main
5 Days Ago
Server compile fix
5 Days Ago
Assigning the duration of a ddraw shape / text to -1 will now make them never expire, unless user / server runs ddraw.clear, ddraw.clearid or client reconnects
5 Days Ago
underwater post effect initial
5 Days Ago
▊ ▍▉▄▌█ ██▄▅█▄▅▌▄▊▉▇▄▋ █▆▄█▌▍▌▇▇▆ ▌▆ ▄▉▆▉▉ ▉▋▇▇▅ ▉▉ ▊▉▊▊▄ ▆▌▉▅ ▋▊█ ▌▄▆▌▊ ▄▅▋▇▆▍▉▊▉▅▄▉▋ ▇▇▊▉▌▆▇▆▇▄ █▆▅▆▌▌▊ █▆▍▋▆▄▋▅█ ▊▅ ▍▉▅▋▍█▇▇▋▇ ▆▍██▋▄▇ ▅▄▊▊ ▌▌▊▋▉▄▅▆▍▇▇▊
5 Days Ago
▅ ▊▌▌▇▉ ▄▍▌▌▋▆█▇ ▇▄▅▋ ▄▇▇▍▍ ▅▋▇ ▍▋▄██ ▄▊▉▍▉▊▌
5 Days Ago
Kamikaze FPV Drone - Added gibs
5 Days Ago
Added optional ddraw shape / text identifiers (so they can be individually cleared with the new ddraw.clearid command) https://files.facepunch.com/raul/1b1511b1/15_19-42-FixedSnowdog.mp4
5 Days Ago
updated lr300 sprint pose to anim loop
5 Days Ago
bone knife deploy animation update
5 Days Ago
illuminated pressure pad; - Gibs added - fixed bug on pad stacking on itself
5 Days Ago
Update(tests): even more edge case unit tests - escaped double quotes - split escaped double quotes Tests: ran tests
5 Days Ago
▌▋▌▋▌▌ ▉▍▊▅▇█▉▅▇▋▍▉▋█▄▉▆▊ ▋▍ ▇▉▇ ▇▋▇ ▊▆█▄█▄
5 Days Ago
▇█▅▉▇▍ ▄█▉▋▊▊▌▊▊▅▉▌▋ ▄▌▆▄ ▆▊▆ ▉▍▄▉▇▅▆ ▆▄▄▉ ▇▋▉▅▌ ▊▆▇▄▉█ ▌▋ █▅█▇ ▆▄▇▌▌▅█▅ █▍ ▇▉█▉▉▊ ▉▅▅▆▍▄▉ ▌▍▊▋ ▄▄ ▇▅▆▊▍▍
5 Days Ago
Update(tests): add a couple more edge case unit tests - torn nested string - single quotes nested - torn single quote nested - Added a whitespace to first nested string in all tests to validate trimming Tests: ran unit tests
5 Days Ago
Salvaged icepick anim update
5 Days Ago
- New PoolCueViewModel setup - strip off rotational changes - Update viewmodel rotation based on mountable - New setup for the viewmodel
5 Days Ago
Ensure mountable is killed (again)
5 Days Ago
Add(tests): add StringExtensionTests Currently only covers SplitQuotesStrings. Baseline allocs - 33allocs, 1.8KB Tests: ran tests