141,409 Commits over 4,383 Days - 1.34cph!
Bugfix: protect network group networkables access since it's lazy initted now
Tests: opened deepsea on craggy, ran `deepsea.printentitycount`, flew around craggy and open waters, entered and left deep sea, killed scientists from far away
added test case to retest specific known-failing drag consistency tests
- adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public
Merge: from main
Will need to subtract some stuffs
Remove conflicting shader directory
Set up layer structure in new prototype shader
Split StandardLayers into types and functions
Cherry-pick new standard shader prototype
Added the default light cookie for spot lights and a white cubemap for point lights that don't have a light cookie assigned
Added support for custom light cookies when shadow caching is enabled
Merge from terrain_renderer
Fixing ocean topology floodfill not reaching certain sections behind road crossings
Rentable shop first pass setup, just setting up verison A for now
Can open and close the shop via E for now
Enabled/disables appropriate roots on the prefab to hide/show shutters, interior contents, etc (bonus side effect, we can disable all of the interior set dressing while the shop is closed)
Spawns a shopkeeper and invisible VM when opened
▌▅▋▊▊▊▌ █▍▆▅ ▇▄▊▆▌▉▍▍█▋▅▇▊▅▇▇▋▍▌▌▊▌▌▊
Fix too large farplane distance in terrain culling, adjust lod count for better gpu perf
Fix terrain quality remapping
Fixed scientists using multiple masks at once, now matches main
Fixed AI not being able to be spawned inside of WakeAI zones if in an editor scene
Awake was happening before the local server was initiated and throwing an exception so it wasn't getting query events
This is an issue on main but it's blocking quick testing on this branch so I'll do it here, could cherrypick this change to main if needed
Make "Invalid detail light id" into a warning
Apparently some HL2 maps have bad LDR detail prop lighting lumps, triggering the bounds check
Improve and fix water shader rendering
* Fixes regression on existing maps that were not using realtime reflections, such as most TF2 maps. They used weird cheap & expensive water blending which is now restored
* For water materials using flowmaps but NOT realtime reflections, we now apply CS:GO's envmap blending like expected. This improves visuals of water on MC:V maps
Also reset reflection/refraction after reflective glass is out of view
Fix newly introduced crashes with ammo HUD
MC:V map icons
htf_ map category
Fixed scaled static props not updating render bounds
* Fixes MC:V static props not rendering sometimes
Fix gravity gun regression in multiplayer
Give more space to secondary ammo display for 4 digits
Slightly adjust default HUD colors
* Slightly darker background, less eye searing text, so it's easier to see on various backgrounds
* All the colors are in ClientScheme.res
Enable weapon selector scrolling with too many weapons to fit on screen
Preview of what it looks like:
https://files.facepunch.com/rubat/2026/March31-2469-FruitfulBelugawhale.mp4
merge from networkgrid_iterationspeed_changes
Another null check in OnNetworkSubscribersLeave
█▋▉▇▄▉█ ▌▅▌▇▌▆▇ ▍█▅▋▍▇▊▉▋▄▇▆
▇▉▋▉ ▆▄▊▌▊▇ █▋▉▆▅▍▉▆▌▌ ▄▊ ▄▊▍▋▇
fix junkyard greencard spawning in desk
▇▍▇▄▇▆▋▌ ▇▊▍▅▅▆▋ ▋▊▄▋ ▄▌▅▋▍▋ █▊▍█▉▅▋▋▊▍▌▍█▆
Bowless Crossbow - texture update
Fixed the 'Fire Rate' tooltip used by projectile weapons sharing the same token as the attachments
merge from render_pipeline_testing
work around issues causing fog to be incorrect/denser than it should
▉▅▆▇█ ▍▌▇▋▌▇ ▄▆█ ▊▊▆▍ █▄▄▍ ▉█ █▄█ ▌▌▄▇▇▉▇ ▇▇▆▊▍▆█▄▄ ▊▋▇▉█ ▍▍▄▌▅▆█▊▊▌▌██▄ █▊ █▄▉▌