156,348 Commits over 4,536 Days - 1.44cph!

20 Minutes Ago
Rollback changes to addon whitelist * It caused issues on Linux builds with addons that use non English characters Add some panel related hacks to account for community made addons Port some color conversion implementations from x86-64/csgo Set _rt_ResolvedFullFrameDepth to RGBA8888 on Linux 32-bit * So it doesn't crash on launch. Needs investigating further. Enable override of suit/health charger entities & combine mines Add possible solution steps to "Failed to init Steamworks" crash
15 Minutes Ago
alien costume description
17 Minutes Ago
Add base occlusion to runtime profiling so we can monitor how much main thread time it spends on room occlusion per frame
25 Minutes Ago
Set _rt_ResolvedFullFrameDepth to RGBA8888 on Linux 32-bit * So it doesn't crash on launch. Needs investigating further. Enable override of suit/health charger entities & combine mines
31 Minutes Ago
Optim: have HttpImage unload their images when store tabs are hidden Need to go through all the screens and verify they get unloaded correctly Tests: inspected general tab's grid contents while being ingame and toggling menu
45 Minutes Ago
big gross protection overlay debug renderfeature in RRP, signifantly nicer than running around with ddraw
47 Minutes Ago
Improve the warning if the spatial network grid IDs will overlap the reserved room ids - change the encoding from hardcoded values to constants (confirmed behavior is identical)
49 Minutes Ago
protection setup on rocks and foundations
50 Minutes Ago
deformation protection - pre-baked static protection from topology and spawned rocks - entity-provided protection from foundations
54 Minutes Ago
Rollback format change to _rt_ResolvedFullFrameDepth * This is a temporary test
1 Hour Ago
Make room network group IDs static similar to the other reserved values instead of instance field - first 1024 IDs are for global groups - last 6.5M IDs reserved for base occlusion
1 Hour Ago
Merge from distance2d_fix
1 Hour Ago
holster update
1 Hour Ago
Skip the Y component subtract in Vector3Ex.Distance2D
1 Hour Ago
flexbox_outofrange_nre -> main
1 Hour Ago
armoured ladder hatch gibs
1 Hour Ago
Fix Flexbox Out of Range error
1 Hour Ago
Port some color conversion implementations from x86-64/csgo
1 Hour Ago
- Fix Distance2D methods in BaseEntity returning 3D rather than 2D distance. Replace usages of these with the 3D distance to not change previous behaviour, all look like they work well enough despite having used 3D distance all along - Change Distance2D in Vector3Ex to return Magnitude2D of both vectors rather than the 3D distance calculation with discarded Y components. Remove the "replace this" comment
1 Hour Ago
Cleaned up entity face registeration so only BaseEntity calls RoomOcclusionManager.OnFacesRefreshed(entity) - used to subscribe to both DecayEntity and BuildingBlock so it could work on doors & building blocks - get rid of needing to register all faces explicitly in SaveRestore & copy paste
1 Hour Ago
wip test fixes
1 Hour Ago
merge from painting_fixes
1 Hour Ago
Update doors to only call into base occlusion when their open/closed state is changed (via flags) instead of needing to remember 3x different places it called into base occlusion
1 Hour Ago
Add a neutral light option in the painting ui, accessible behind a convar `paint.neutralLighting` - only works with rrp enabled - overrides all light settings to a neutral studio light so current scene lighting conditions do not affect the preview object
2 Hours Ago
Updating frog rig skinning
2 Hours Ago
Add achievement for distance travelled via vine swinging Add dictionary for lifestory generic stats for faster setting and value lookup Make genericStatKey on LifeInfographicStat non serialized as it's only ever set at runtime
2 Hours Ago
Optim: HttpImage - mode texture decoding to worker threads - added WebUtil.DownloadTextureTemp that uses DownloadHandlerTexture - disabled texture activation rate limit Now only a tiny hitch is present Tests: navigated to store General tab
2 Hours Ago
Optimised squirrel mesh and added LODs. updated squrrel textures and set up new material. moved old textures
2 Hours Ago
Cleanup network subscription logic so it all happens in a single place
2 Hours Ago
Codegen
2 Hours Ago
Set titles per controller/platform vdf set
2 Hours Ago
Merge from main
2 Hours Ago
merge from halloween_costume_2026
2 Hours Ago
changed name of skull wall torch to skull wall lamp
2 Hours Ago
merge from automated_testing
2 Hours Ago
Fix for triangle foundations connecting buildings together when only touching at a corner
3 Hours Ago
wip ladder updates
3 Hours Ago
kill existing turns when toggling turn in place off through convar
3 Hours Ago
exported latest frog anims
3 Hours Ago
Merge from main
3 Hours Ago
Updating triangle ladder hatch rig
3 Hours Ago
Fix up import settings on sandbags pillbox collider, enable RW
3 Hours Ago
- When stirring the generator you're now mounted (just at current standing position) - When letting go of E stop the mounting - Show 'no electricity status' if stirred but no power
3 Hours Ago
Optim: HttpImage - rate limit texture activation rate (2 per frame) Helps with General tab opening, but feels too limiting Tests: navigated to general tab of store
3 Hours Ago
Halloween Wallpapers - initial setup
3 Hours Ago
merge from main
3 Hours Ago
Update method to check whether a deployable can be placed on boats, now that window and door dressing sockets are supported Testlist
3 Hours Ago
Fixing LOD numbering on ladder hatch
3 Hours Ago
Improve test runner window filtering of editor and runtime tests Categories can now exist in both tabs if they have both types of tests (fixes Deployable category disappearing from editor tab because it recently had a few runtime tests added)
3 Hours Ago
merge from painting_fixes