125,647 Commits over 4,171 Days - 1.26cph!

9 Days Ago
Fix issues with `catapult.reload` admin command Previously passing "5" to load a player didn't work correctly with multiple catapults in the world as well as some other minor inconveniences Add descriptions
9 Days Ago
New `debug.fillmounts` command - spawns and mounts a player on every mount point in a radius for testing https://files.facepunch.com/cipeaX/2025/September/06_21-05-CharmingCanine.mp4
10 Days Ago
Add admin convar `enable_marker_teleport` - if set to true, right clicking on the map will teleport you to that location instead of placing a marker
10 Days Ago
Bear now harvests for 20 meat instead of 19
10 Days Ago
Fix not being able to place barricades on ice lakes when too close to another monument S2P ice lakes
10 Days Ago
merge from water_pump_power_fix
10 Days Ago
merge from killbees_restore
10 Days Ago
merge from pickup_toasts_localization_fix2
10 Days Ago
merge from fix_premium_sorting
10 Days Ago
Stop preprocessing wearables with rig stripping enabled because it breaks the workshop icon generation
10 Days Ago
Codegen
10 Days Ago
Switch the following behavior from gamemode fields -> convars - mapenabled - hideplayeronmap - hideplayermapdirection - fogofwar - fogofwarrevealsize - compassenabled
10 Days Ago
Minor Hammer cleanups from CS:GO * No functional changes besides some nullptr checks Fixed potential issues with Hammer (from CS:GO) * CTextureSystem::ReloadMaterialsUsingTexture optimization * Some entities such as info_ladder_dismount get proper colors from FGD * Disallow creating "Auto" visgroup manually Minor cleanups Minor VBSP/VRAD cleanups Hammer/VBSP support for 4 way displacement painting Implement particle picker for Hammer Fixed visual and undo bugs with CMapSweptPlayerHull (func_useableladder)
10 Days Ago
WIP on injection of food item data to "snackhub" generic entity and generic viewmodel
11 Days Ago
Tune generation param so that hires navmesh tiles have the same size as lowres ones, for easier stitching
11 Days Ago
Add multi command execution to console UI + multi line autocompletion.
11 Days Ago
- Speed up geometry collection (lots of culling was actually losing perf when done at scale and relying on recast chunkyMesh) - Fix terrain gen being very low res and not respecting alpha (go back to using existing baked terrain code we were using before)
11 Days Ago
Add multiline support to dev console
11 Days Ago
merge from main -> naval_update
11 Days Ago
merge from naval_update -> deep_sea
11 Days Ago
Casino progress / better curtains
11 Days Ago
security tower rename material
11 Days Ago
- Speed up tile rebuild - Fix tile rebuild giving very different results from initial build
11 Days Ago
Can only bunnyhop: 1. Once every 3 seconds 2. When grounded 3. When not waterlogged 4. When there is at least 10% sprint percentage remaining Bunnyhop now: 1. Uses correct physics calls to make a nice jump 2. Uses a relative force to account for slopes 3. Jumps higher at faster speeds 4. Jumps get scaled by the sprint percentage remaining 5. Consumes 10% sprint percentage https://files.facepunch.com/jacob/1b0511b1/Unity_Aa2i1beFhS.mp4 https://files.facepunch.com/jacob/1b0511b1/Unity_npssU8l2Br.mp4
11 Days Ago
Optim: Get rid of allocs in BradleyAPC::DoPhysicsMove Tests: loaded monument island with a launch site, verified bradley spans and rides around. in profiler DoPhysicsMove had 0 allocs
11 Days Ago
Set dressing supplies barge
11 Days Ago
Locker - updated workshop model with proper mesh shading
11 Days Ago
Simplify prioritize premium sorting - works way better than it did before
11 Days Ago
Generic container LODs
11 Days Ago
fixed compile from CoACD
11 Days Ago
Merge from naval_missions
11 Days Ago
security prison bug fixes, lods, collision
11 Days Ago
Progress backup
11 Days Ago
Cleanup
11 Days Ago
Fix CH47 patrol point selection to use a more fair random monument choice Previously, GetRandomPatrolPoint() picked the first valid monument after a random start index. This biased results when only a few monuments were valid. Now we collect all valid monuments and select one uniformly at random, ensuring a more even distribution.
11 Days Ago
wrap custom coacd editor in defines
11 Days Ago
Further cannon setup. Collision setup so it works nicely with cannon low wall.
11 Days Ago
Merge from naval_update
11 Days Ago
Fix compile errors
11 Days Ago
Merge from boat_building
11 Days Ago
Merge from naval_update
11 Days Ago
Optim: get rid of allocs in BuildingPrivlidge::IsAuthed Tests: set up TC on Craggy, was able to auth/deauth
11 Days Ago
Merge from naval_update
11 Days Ago
merge from /main/coACD - adds FPConvexCollisionBaker that we can use to bake convex collider sets for compatibility with dynamic RBs (PlayerBoats)
11 Days Ago
Unity tutorial - added test objects to scene
11 Days Ago
Cannon deploy placement fix.