138,245 Commits over 4,474 Days - 1.29cph!

2 Months Ago
Combined building planner and boat building planner, swap between using radial menu. IT doesnt actually swap though only the context menu works for now
2 Months Ago
Memory cell evaluator
2 Months Ago
Root combiner distributes drain evenly on batteries connected to its inputs
2 Months Ago
Evaluator refactoring
2 Months Ago
Some tooltips
2 Months Ago
Merge from auto_particle_cinematics
2 Months Ago
Compile fix
2 Months Ago
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
2 Months Ago
Branch and blocker evaluators Some cleanup and fixes
2 Months Ago
merge from main
2 Months Ago
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring
2 Months Ago
Some model related merges from TF2 SDK/main Throw on some debug output
2 Months Ago
hackweek illuminated pressure pad; - placeholder model and emissive for pressure pad skin. - pad illuminates in the same fashion as the illuminated buttons when it has power supplied. https://files.facepunch.com/curtis/1b1211b1/12_05-05-ScholarlyYardant.mp4
2 Months Ago
Initial baseline to AudioSourceEntity Prefab setup, manifest, protos https://files.facepunch.com/raul/1b1111b1/11_20-53-MediumgoldenrodRoebuck.mp4
2 Months Ago
Unity 6.3.15f1
2 Months Ago
Merge from unity_6.3.11
2 Months Ago
Re-hide the recently unhidden "Failed to load" messages on Windows Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex Fix some more prediction errors * HL1 357 & crossbow zoom * HL2 crossbow zoom Fixed prediction errors with SLAM * Also fixed it not using world clicker aim angles * Fixed it trying to play non existent TripmineGrenade.StopSound * Disable unused "attach satchel" code (different from attach tripwire) * Disallow switching to tripwires or back while throwing/attaching slams Fixed prediction errors with HL1 satchel Predict hornet gun ammo regen Groundworkd for HLS RPG prediction error fixes (req networking changes) Rework missing Steamworks API checks * Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob" Fix 64bit high curtime HUD animations Turn some stuff to doubles in relation to networking * Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused) Add VPROF to CLuaGamemode::CallReturns Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex NPCs ignore spectating players Various changes from TF2 SDK * Adds CFuncNavCost::InputToggle Hammer input * Various fixes Restore hud_draw_fixed_reticle as alt texture for default crosshair Add Projects only build script for windows
2 Months Ago
Rework missing Steamworks API checks * Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob" Fix 64bit high curtime HUD animations Turn some stuff to doubles in relation to networking * Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused) Add VPROF to CLuaGamemode::CallReturns Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex NPCs ignore spectating players 64bit client and server build fully, launch, and run (using x86-64's LuaJIT) * CEF and LuaJIT remain 64bit CEF Various changes from TF2 SDK * Adds CFuncNavCost::InputToggle Hammer input * Various fixes Minor changes from x86-64 beta Restore hud_draw_fixed_reticle as alt texture for default crosshair
2 Months Ago
Finalized D. B fixes. Scene backup.
2 Months Ago
Fixed apartment lights having a bunch of unintended culling layers and causing warnings.
2 Months Ago
Various D fixes.
2 Months Ago
Cleaned C and set correct layers.
2 Months Ago
Update SetFlag to accept a specific update/send type. Makes it less easy to make the mistake of doing multiple send network updates in one go and allows for some neater one-line invokes Added some SetFlags methods that accept multiple flag set arguments, allows setting multiple flag values in one go before doing a single send and avoids multiple invokes of OnFlagsChanged
2 Months Ago
Shifted a sign for render order purposes.
2 Months Ago
Fix item pooling error when demo scrubbing (copying over flavien's changes)
2 Months Ago
Finalized A/B
2 Months Ago
Some reserialized metas
2 Months Ago
Updated some legacy input code to use the new input system
2 Months Ago
mosaic from previous hackweek
2 Months Ago
Lights only at night. More B fixes.
2 Months Ago
Layer fix
2 Months Ago
Merge fixes
2 Months Ago
Refactored stuff for the layer warning.
2 Months Ago
Merge from main
2 Months Ago
Subtracting dont_bake_on_load
2 Months Ago
Renamed Pie partial class file
2 Months Ago
merge from main
2 Months Ago
First floor fix
2 Months Ago
New tier 1 healing item - Medical honey bandage https://files.facepunch.com/LukeD/2026/05/Unity_eO0Pwpt7V0.mp4
2 Months Ago
update manifest
2 Months Ago
Use MinimalBatchRendererGroup shader
2 Months Ago
RRP: Add MinimalBatchRendererGroup shader
2 Months Ago
Basement fixes
2 Months Ago
Generator, switch and light use the new IO system Got a simple circuit working
2 Months Ago
Removed debugging command Tests passing - menu entry imageId and sprites load correctly
2 Months Ago
Apartments complex basement progress
2 Months Ago
merge from BDU_set
2 Months Ago
Clear movement properies on ballistic helmet
2 Months Ago
Submit identity array as visibleInstances, allowing BatchRendererGroup to function
2 Months Ago
Entity bridge first pass Added debug commands