133,008 Commits over 4,232 Days - 1.31cph!

2 Months Ago
Always enable the sleeping animator if the player is within 10m, lets the very subtle sleeping animation that I had never noticed before play as intended
2 Months Ago
Get rid of the pooling for SteamFriend to fix game invites going to the wrong player
2 Months Ago
Disable player animators on players that have been sleeping for more than 10s In a scene with 200 sleepers this drops animator handling time from 7.2ms to 0.3ms Automatically resumes once player wakes up, seems like no visible consequences
2 Months Ago
Merge from main
2 Months Ago
Fix menu prefabs not preprocessed in place after death_screen_optimize merge (broke Use Bundles too)
2 Months Ago
Added some light LODs to the bounce lights on the static phonebooth, they would have rendered at all times while in network range
2 Months Ago
Possible fix for AmbientLightLOD not properly enabling lights after a bug fix for the jungle update Seemed to affect lights that didn't use a CullingVolume Also removed an allocation every time a player enters and exits the lights range
2 Months Ago
Replace all displacement textures with shapes, switch off blending for now, use vertex position to sample displacement instead of instance pos (except of grass case), squash foliage towards centre relative to displacement vector, use quantized vertex colours to attenuate, and rework directional height for better blending.
2 Months Ago
BaseMountable compile fixes
2 Months Ago
Compile fixes: copyboat_cl was a ServerVar, swapped it to a ClientVar Codegen
2 Months Ago
Compile fix
2 Months Ago
scientist_rhib_gameplay_pass_2 -> naval_update
2 Months Ago
Can no longer insert items into the production slot of the chicken coop
2 Months Ago
Make the PT boat turret immortal for good measure
2 Months Ago
More loot changes
2 Months Ago
When spawned in the deep sea: scientist RHIBs will generate loot in their dry boxes (not balanced)
2 Months Ago
Merge from oct2025_merge
2 Months Ago
Add PlayerAnimation_premerge_oct2025 controller for reference
2 Months Ago
Merge from oct2025_merge
2 Months Ago
Mark clothing fbx's as non r/w
2 Months Ago
Merge from main Stomped player animation controller changes (sorry)
2 Months Ago
boat_ai_optimisations_2 -> naval_update
2 Months Ago
Increase interest intensity
2 Months Ago
Fix boken avoidance logic after our move to jobs
2 Months Ago
boat_ai_optimisations -> naval_update
2 Months Ago
merge from main
2 Months Ago
▄▊▆▄▍▉ ▋▄▄▅▌▉▍▇▅▍▄▉, ▍▄▉▉▇▉▅▊ █▉▍▆█▉▌▌▊ ▇█▍▅▉▊▅▊▅▅, ▍▉▉▆▅▅▋▍ ▆▍▉▇▋▍ ▇▅▅▅▋▋▇▊▅▊ ▌▉▄█▇▇ ▇▌▅▇▆ ▄▌▇▌, ▅▋▊▉▍▅ ▄▋▄▋▇█▄, ▌█▌ ▆█▌▇▊▄▇▉ ▌▉▊▅▇▊ ▆▇▌ ▆▊▍▊▄▅▉ ▌▌▍▊▍▍▆ ▄▊█▍▊▍▍▆▄█▄▋▇
2 Months Ago
2 Months Ago
boat_ai_optimisations_2 -> naval_update
2 Months Ago
Light sleeping: - wake boats up occasionally to wander around - wake, wander a bait then go back to sleep
2 Months Ago
Added sleepy system to boats Boats will sleep when the lose all targets and have lost them for x seconds
2 Months Ago
updated bed with new model with better uvs, updated lods, gibs, prefab, workshop file, skinnable asset - still need to do corpse prefab and test
2 Months Ago
boat_ai_optimisations -> naval_update
2 Months Ago
Fix missing await when writing file to cache in WebUtil.DownloadFileTemp
2 Months Ago
Try to fix windows server console flickering - only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines - only redraw status text when we recieve status update - switch from 20 fps -> 50 fps (via Task.Delay()) - remove input.Update() redrawing the input line every 0.5s
2 Months Ago
When generating deep sea content, make sure it picks all prefab variants before randomising Fixed active rhibs list not being cleared
2 Months Ago
2 Months Ago
merge from main -> hotbar_food_eating
2 Months Ago
Use idle sail anim when sails are wind blocked, high wind sail when not blocked.
2 Months Ago
2 Months Ago
Fixed deep sea portal map marker position Make sure it doesnt dupe itself
2 Months Ago
skull torch setup
2 Months Ago
Fix refcount leaks due to render.Pop/PushFilter functions This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf Added MAX_PLAYER_BITS VRAD: Enable static prop lighting (vertex & lightmap) with `-fast` * Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster. * Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field) Minor model rendering changes from cs:go * Mostly null checks, etc. Prevent crashes with vertexSize of 0 on materials * Will now use error material instead, and SPAM you about what material is wrong Fix a crash on game exit to do with models Clear "missing" flag on all materials when a map is started loading
2 Months Ago
merge from cannon_animation
2 Months Ago
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
2 Months Ago
merge from naval_update
2 Months Ago
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
2 Months Ago
merge from copy_paste_boats -> naval_update
2 Months Ago
Add `copyboat` command - functions identical to 'copybuilding' but has a bit of special handling for boats - add "GetRootParentEntity()" to BaseEntity to get the highest level parent - fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water