157,141 Commits over 4,536 Days - 1.44cph!

15 Days Ago
Change item description text horizontal alignment in GameUI.Inventory from Justified to Left Fixes the characters looking stretched and inconsistent between item description strings. Justified also never applies to the last line, so only the last line would look normal Before https://files.facepunch.com/martynchapman/2026/September/09_21-26-VitalXuanhuasaurus.png After https://files.facepunch.com/martynchapman/2026/September/09_21-26-FractalSpidermonkey.png
15 Days Ago
Merge from headitem_overlays_fix
15 Days Ago
- Fix heavy plate helmet and diving mask screen overlays disappearing when downed or dead - Fix heavy plate helmet audio muffling being cancelled by the wounded mixer snapshot. Muffling now has its own lowpass stage on the In Game and Player Voices groups, so it can mix with other snapshots instead of competing for the one snapshot slot - Helmet muffling is inactive for snapshots like CCTV and Underwater as that felt correct - Remove UIPrisonerHoodOverlay, it's overriden behaviour is what the base class UIBlackoutOverlay does by default now
15 Days Ago
crab texture sizes
15 Days Ago
Cherrypick CS 163721 (the command to test crash uploads) to the newer branch
15 Days Ago
- Make genes impact cow selling price - Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
15 Days Ago
- Make better tests for livestock capture, including with the new pen - Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
15 Days Ago
merge from Cow_pattern_testing
15 Days Ago
add admin convar to scale density of global atmophere fog
15 Days Ago
Sheep traits setup
15 Days Ago
fix saturation difference in RRP due to incorrectly placed sharpen filter
15 Days Ago
added debug visualiser to fur shader
15 Days Ago
Added automated test to check collectable entities have a token and phrase
15 Days Ago
first pass at seaturtles, with ocean locomotion turtles use movement similar to sharks, with their own budgeted queue for movement processing fixed population convars for other critters removed unnecessary timers from save/load of critters
15 Days Ago
Mesh library fixes * Some copy paste mistakes in error messages * Fixed BuildFromTriangles reading bone weights from the wrong table Minor cleanups * Deleted sensor_smooth cvar (unused) Improve Kinect support error handling Minor cleanups Fixed missing Toggle input for func_nav_prefer/avoid entities
15 Days Ago
fixes for remaining LOD component pooling issues, add tests
15 Days Ago
Mesh library fixes * Some copy paste mistakes in error messages * Fixed BuildFromTriangles reading bone weights from the wrong table Minor cleanups * Deleted sensor_smooth cvar (unused) Improve Kinect support error handling Minor cleanups Fixed missing Toggle input for func_nav_prefer/avoid entities
15 Days Ago
Fix livestock fence being ignore by navmesh
15 Days Ago
Set up procedural materials on cow/bull/calf Added temp pattern tester to LOD0 renderers
15 Days Ago
Move livestock convars out of ai. and into their own factory
15 Days Ago
Hair smears in bitangent direction instead of tangent
Rin
15 Days Ago
Further improved deployment
15 Days Ago
merge from fur_shader_improvements
15 Days Ago
Fix bullet and arrows sometimes passing through oilrig scientists upper body, or/and registering headshots when shooting the legs
15 Days Ago
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15 Days Ago
merge from BBQRadialMenu
15 Days Ago
merge from MetalDetector_WorldmodelBulb
15 Days Ago
merge from LightHouseReverbFix
15 Days Ago
Fixed bbq radial menu referring to Campfire
15 Days Ago
merge from 3p_weapon_double_sounds_fix
15 Days Ago
merge from 2026_worldmodels
15 Days Ago
Increase padding on livestock UI
15 Days Ago
merge from wooden_loot_crate_gib_fix
15 Days Ago
merge from hqm_collectable_scale
15 Days Ago
merge from arrow_breaking_fix
15 Days Ago
merge from holsteredwep_chest_armour_fix
15 Days Ago
Fix for playing 3p sounds x2 on weapons - applied glass ak specifc sounds to 3p weapon instead of base ak - removed reload anim events in lr300 space, added correct space deploy sounds
15 Days Ago
- Stop carpet feet clipping - Move title down a bit - Reduce no color picker spacing - Stop colour swatch's being squashed - Stop colour swatches having thick borders - Fix edit system not working
15 Days Ago
FIrst pass on the gene system, clean up the UI (right now I show everything in the UI, but we have convars to hide genes / recessive genes / age / trust etc which I want to explore)
15 Days Ago
- Make it so that we can run the livestock balance setup at 32x speed instead of only 2x, required a few logic changes like carryovers, but end results now match normal speed - Fix time progressing between tests, causing some tests to suddenly run at night
15 Days Ago
enable mipmapping on tiger textures
15 Days Ago
Update: make store page fallback to assets from UI bundle if failed to load textures from backend - item tile now only initializes once it's shown (as was intended this entire time) - fixed duplicating OnImageLoaded callbacks - reactive cover image if httpImage failed Tests: navigated through store - right images are in place, but wrong layout. need to figure out how to unify it all
15 Days Ago
Squirrel new animation set
15 Days Ago
Added textures for procuderal calf patterns, set up new material.
15 Days Ago
enable mipmapping on polarbear textures
15 Days Ago
visual pass on existing fur materials
15 Days Ago
Apply GrabPass fix to 5 more shaders
15 Days Ago
Fixed an issue with usermessage hooks Do not clamp flexes of C_BaseFlex when set from Lua Add entity names to "MOVETYPE_FOLLOW with no model" warning Implement CTRL+Backspace and CTRL+Delete for text entries Try to prevent game breaking states with silly values of m_yaw/m_pitch Minor cleanups Added "session_begin_ignore_version" hammer command * If you brick your VMF with this, don't blame me Add description to r_PhysPropStaticLighting Move "dynamic shadow poke through" "fix" to opt in convar * r_shadow_clip (defaults to off) - it being enabled causes shadows to be clipped erroneously sometimes Try preventing "non positional" control points bloating particle bbox * This should help with particle sorting * Marks C_INIT_RandomColor C_OP_RemapAverageScalarValuetoCP C_OP_RemapCPtoScalar as using non positional control points (in addition to the existing ones) * This could potentially cause issues where these non positional operators act on positional control points used by other control points, but who would do that? Fixed some regressions with recent changes * Extra unnecessary assignment in viewmodel bob code, also change CFuncTankMortar to use doubles for firing * Some minor model panel/icon/player model selector fixes Fixed couple potential Lua stack corruption issues with hooks * Specifically call conditions of CreateClientsideRagdoll and EntityEmitSound Fixed some typos Minor whitespace cleanups Remove some unnecessary usages of std::string Remove "ReleaseVideoMemory" stuff from Hammer Fixed Hammer material list leaking file search handles Allow render.BindLocalCubemap with `nil` to unbind the cubemap Workaround double messages per Sandbox limit hit * Only display the "Prop limit hit" message, not the "spawn blocked by server" message in the case of hitting the prop limit, etc * When spawning a dupe or something and hitting the prop limit 100s of times, only display ONE "prop limit hit" message.
15 Days Ago
Bradley Flatbed updates
15 Days Ago
exported nailgun refresh vm anims