142,148 Commits over 4,383 Days - 1.35cph!

14 Minutes Ago
merge from main
22 Minutes Ago
merge from console_autocompletescroll_fix
22 Minutes Ago
Fixed console autocomplete scroll to selected
51 Minutes Ago
merge from console_uparrow_fix
52 Minutes Ago
Hide autocomplete when going through the history
1 Hour Ago
merge from storeoverride_loading_fix
1 Hour Ago
Fixed overrides not clearing after clearing the debug convar and refreshing the store
4 Hours Ago
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4 Hours Ago
Merge from easter_disable_2026
4 Hours Ago
Disable easter event
Today
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Today
Merge from main
Today
Merge from storage_adaptor_prevent_building_fix
Today
Storage adaptor prevent building check now uses the StorageAdaptorAllowCollisionGroup, fixes placement on large industrial furnace Should be simpler to manage going forwards
Today
Merge from ducked_splash_fix
Today
Possibly fixed player getting splashed by explosive damage when crouched under a half height floor and the explosion detonates above the floor Do an additional line of sight check when damaging ducked players if closest point on the player bounds is within 0.1m (additional LOS is 01.m below original check) Also removed an old log in TimedExplosive
Today
Merge from fix_manifest_errors
Today
Assign Root Bones to the Model component on: turret_attackheli sedanrail.entity 50cal.base.entity shovel.entity food_pie_generic.entity
Today
Converted wall.frame.shopfront_static and wall.frame.shopfront.door_static to StabilityEntity (was Door) Neither have animators so they wouldn't have worked as doors anyway and as far as I can see they aren't used by vanilla content anywhere
Today
Remove VPROF from GetType (& minor cleanups) Get rid of remaining CSteamAPIContext references * Enables updating Steamworks SDK to latest versions * Maybe fixed getting notifications in chat for already unlocked achievements Fix inverted condition on some Lua funcs, oopsie Apply numerous safeguards in game code * Prevent effect entity leaks with CPhysicsCannister for example Only disallow SOME characters from concommand names * Spaces, newlines, tabs, etc., for backwards compatibility with poor decisions in the past More cleanups * Deletes CPropAirboat::CreateAntiFlipConstraint (unused) * Delete unused fields on some tempents clientside
Today
Industrial Autoturret - Updated textures (again!!)
Today
industrial electric furnace - updated wip textures - updated icon preview
Today
Update(tests): add unit test that validates StableObjectArray is in sync with TransformAccessArray Tests: ran the test - they're not, gotta fix it tomorrow
Today
- Remove allocs from raknet profiling serialization, ip w/o port and port are now separately assigned when ipaddress is set, changing it to a one-time alloc on connection - Event field value types have been converted to a union, reducing memory per event field by around half - Add support for StringView event fields (currently unused)
Today
Merge: from main
Today
Bugfix(editor): cleanup connected players before we shutdown server when stopping playing in editor Tests: started and stopped play mode
Today
Bugfix: if shorevector caching is disabled, then make sure we generate it Prev version skipped if it found the cache files on disk even though it didn't load them Tests: booted into craggy
Today
Bugfix: properly dispose of BasePlayer.PlayerCache - also invoke DisposeInternalState on assembly reload Tests: started and stopped playing on Craggy
Today
merge from sceneloader_improvements
Today
Order fix so its more like before
Today
Clean: rename BasePlayer.StableIndex -> BasePlayer.ActivePlayerInd Eventually we'll have SleeperInd and etc, so doing this change early Tests: compile all modes pases
Today
Setup Large Apartment Kitchen Cabinets and Cupbaord Prefabs Setup Large Apartment Kitchen Cabinet Detail Layer Paint Material
Today
merge from main
Today
Clean: delete PlayerCache and it's unit tests Tests: compiles
Today
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Today
Scaled up the progress image on weapon attachment item icons
Today
Bugfix(editor): rengerate client-side shorevector cache if it's size changed Tests: connected to a server running craggy
Today
updated merge from lumberjack pickaxe fix branch
Today
merging from lumberjack pickaxe fix branch
Today
added missing deploy/attack anim events to melee,grenade and paddle anim clips
Today
finally made drag-by-angle genuinely consistent at varying angle for all boat shapes and sizes - increased hull triangle bounds slightly to properly fit it - handling non-square hull block bouds when getting bounds of hull for defining raycast planes - increased number of hits per-raycast to handle large bounds, would return incorrect hits in some cases due to unity things
Today
Updating wooden armour pants skinning
Today
Merge: from main
Today
Update: StableObjectArray rewrite - version 2 - Replaces PlayerCache on the server in all the relevant paths Still need to do clientside projectiles stable cache before ripping it out Tests: booted into Craggy, ran around. Need to test 2p, but being stopped by some shore vector out of bounds access, hoping sync fixes it
Today
At first add no limit on max build queue
Today
Bugfix: StableObjectArray.StableIndexLookup was returning unbounded array Tests: booted into craggy and ran around
Compile fix UIPrisonerHoodOverlay
Merge from main