130,594 Commits over 4,232 Days - 1.29cph!

2 Months Ago
merge from fix_nametags_water
2 Months Ago
merge from duplicated_gunshots_fix
2 Months Ago
Merge from boat_building
2 Months Ago
Error scan checks for more than one occurrence of an ActionEvent node type
2 Months Ago
manifest
2 Months Ago
Fix an issue that could possibly duplicate gunshot sounds if the player was under a decent amount of lag or lower fps server. Possible duplicated sounds would be local sounds (within network range), played once by the network signal then again with the effect logic. Would be made worse with lag
2 Months Ago
Remove merging of damaged regions as the sorting and merging was taking more time than it saved in some situations. If frequent buffer updates continue to be a problem, /indirect_instancing/bitmapped_damage_tracking should fix that.
2 Months Ago
Cleanup code for node creation search window
2 Months Ago
door.hinged.mboat models, item def, prefab
2 Months Ago
Fix all boat building block localizations
2 Months Ago
Add and setup low cannon wall. Added to boat planner.
2 Months Ago
Add ConcurrentBoolArray as a simpler (but more wasteful) form of ConcurrentBitArray to get things going quicker. Add a function to find contiguous regions of values efficiently.
2 Months Ago
floating city generic container 2
2 Months Ago
Fixed the rendering of the underwater lab windows
2 Months Ago
Move error log to where it actually is an error
2 Months Ago
broke up PlayerBoat monolith file
2 Months Ago
comitting to non-controlled sails and torque rudder control scheme for now
2 Months Ago
Merge from deployable_cannon
2 Months Ago
Fix cannon not appearing
2 Months Ago
Updated modular boat prefabs with art components, gibs
2 Months Ago
merge from decor_lighting_dlc
2 Months Ago
merge from locked_cabinet
2 Months Ago
merge from decay_scale_ui_fix
2 Months Ago
merge from pilotpack_store_fix
2 Months Ago
merge from /serverbrowser_duplicating_results_fix
2 Months Ago
Better node/data type registry
2 Months Ago
Fixed pilot pack store tile redirecting to exhibit pack page
2 Months Ago
merge from throwable_eggs
2 Months Ago
merge from hackweek_food_viewmodels
2 Months Ago
init branch for merging
2 Months Ago
UI for multiple input meshes
2 Months Ago
Fixed clientside sounds not firing SWEP:FireAnimationEvent Fixed NPC.IsUnforgettable not returning anything Lightmapped_4WayBlend shader Throw an engine error when trying to request invalid shader param Feed correct MODULATION_COLOR data for 4 way blend shader
2 Months Ago
Casino modelling progress Organized casino interior objects
2 Months Ago
merge from ceiling_light_placement_fix
2 Months Ago
merge from wall_cabinet_storage_monitor_fix
2 Months Ago
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2 Months Ago
merge from modded_monumentmarker_fix
2 Months Ago
merge from tugboat_team_bag_labels_fix
2 Months Ago
merge from main
2 Months Ago
merge from store-updates-sept2025
2 Months Ago
Fix the server browser duplicating listing results
2 Months Ago
Added stats display row for Anti-vehicle damage, removed vehicle damage from main "Damage" stat
2 Months Ago
added translations
2 Months Ago
Bugfix: ensure entities are subscribed to switched-to group before we transition it's children to new group - This resolves an issue when moving around fast with an item in hands, and it suddenly gets re-equipped Caused by backup of player subscription queue, which can "desync" player - they'll move to a new group they're not yet subscribed to. Tests: flew around at 100-speed noclip and monitored subscription queue size. despite backup, it no longer re-equipped my gun
2 Months Ago
Bicycle bunnyhopping basics https://files.facepunch.com/jacob/1b0411b1/Unity_tJ9ExIRjAG.mp4 Bicycle can now bunnyhop every 3 seconds by pressing right mouse button. - Todo: use the bike's angle in the jump - Todo: require bike stamina to jump - Todo: not jump when waterlogged
2 Months Ago
Merge: from main
2 Months Ago
Clean: comments, spans and names Tests: none, trivial changes
2 Months Ago
Progress on cleaning up all current conversation/mission changes
2 Months Ago
Optim: UsePlayerUpdateJobs 2 - merge partially ordered chains of snapshots - This reduces allocations (since we create less tasks), and should help with parallelization (reducing task scheduling overhead), but requires preprocess cost Tests: on craggy with UsePlayerUpdateJbos 2, flew out of bounds and respawned(this causes 500+ entity snapshots to be sent) 10 times in a row - no exceptions, disconnects and all entities seemed to be present
2 Months Ago
fix status effect vitals HUD overlay sorting under heavy helmet