144,519 Commits over 4,413 Days - 1.36cph!

Yesterday
Added tooltip types (Default, AlwaysOnTop and AlwaysOnTopEmoji), multiline support Tooltip CUI test file
Yesterday
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Yesterday
Industrial torch anim and prefab updates
Yesterday
Added CUI tooltip support - with ability to modify text, offset, centre pivoting, delay and position
Yesterday
Modifying FPbuild fetch script to clean up all unecessary files from the workspace
Yesterday
Submitting large apartment work I forgot to submit on fri night
Yesterday
merge from chat_add2_name_prefix
Yesterday
prefabed camping cooker and added colliders changed model to prefab in small apartment
Yesterday
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Yesterday
Fix holes not being cleared when disabled Use TerrainHole inspector on TerrainMeta and Hole components Implement holes in foliage placement compute Fix command buffer manager initialisation for terrain holes Dilate y-axis of holemask to prevent shadow issues on close geometry
Rin
Yesterday
Brightened Fuse icon. No longer a black sqaure https://files.facepunch.com/Rin/2026/05/SH7yAyVdmO.png
Rin
Yesterday
spawn changes
Yesterday
Merge from melee_subsystem (just setup on the vanilla torch for now)
Yesterday
Exposed and improved mask blend speed
Yesterday
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2 Days Ago
Fixed missing threshold transitions on torch controller
2 Days Ago
Fixed controller handles starting at full weight
2 Days Ago
Fixed warning spam from ragdolled player models
2 Days Ago
Better/more insane way of blending masks, run two concurrent controllers with different masks and blend them in/out Seems to work well, masks the difference in left hand pos
2 Days Ago
Added API to swap avatar masks Switch to full upper body mask during light/extinguish animations
2 Days Ago
WIP melee weapon animation sub system work Run a child controller per weapon
2 Days Ago
Added static helpers to easily detect and enable/disable stacks of subs systems Sub systems can now be applied to any mountable Sub systems can now be applied to a HeldEntity
2 Days Ago
Replaced the upper body toggle on animator sub systems with a mask field, each system can now be assigned an independent mask If no mask is assigned it will fall back to the full body mask (cannot have no mask at all)
2 Days Ago
- implement refraction pass after regular transparents - implement RenderPipelineSwitchNode and RenderPipelineCondition behaviours to toggle game objects depending on active render pipeline - get player censorship working in RRP and keep it working in BiRP thru the new behaviors above
2 Days Ago
Added an outline to animation sub system inspectors, matches the colour of the system in the animation inspector
2 Days Ago
Eval pass and first evaluators
2 Days Ago
Merge from main Mostly code merges, all auto resolved
2 Days Ago
Female mid-length hair wood helmet replacement meshes
2 Days Ago
Added advanced and basic blueprint fragment single pickup spawners
2 Days Ago
Female mid-length hair candle hat replacement
2 Days Ago
Disallow stacking onto other items if custom descriptions are different
2 Days Ago
Added ability to change Item description (works similarly to custom names and icon ID)
2 Days Ago
Circuit system baseline
Rin
3 Days Ago
Inital item setup
3 Days Ago
Mid length hair hat replacement tests
3 Days Ago
Fix broken LODs on hat.cap
3 Days Ago
LOD3 for midscruffy (uses short beard LOD3 material)
3 Days Ago
Converted short scruffy beard to use new wearable replacement Added average meshes to both beards
3 Days Ago
Added mid-length scruffy beard
3 Days Ago
Merge: from pool_mt
3 Days Ago
Merge: from main
4 Days Ago
Added nameFormatted to chat.add2 which is used by the chat UI when set instead - this addresses heavily formatted player names getting cached on the client if they aren't initially in the network group, which get displayed incorrectly in various UI panels Console gen
4 Days Ago
merge from main
4 Days Ago
reinforced workbench upgrade explosiveResistance 0.5 -> 0.2
4 Days Ago
merge from computer_io_no_passthrough
4 Days Ago
merge from throwable_aim_stuck_fix
4 Days Ago
merge from heldentity_anim_fix
4 Days Ago
update from player_rig_update
4 Days Ago
Use target normal when placing mortars, it now displays the correct terrain/angle error toast
4 Days Ago
Fix some more prediction errors * HL1 357 & crossbow zoom * HL2 crossbow zoom Fixed prediction errors with SLAM * Also fixed it not using world clicker aim angles * Fixed it trying to play non existent TripmineGrenade.StopSound * Disable unused "attach satchel" code (different from attach tripwire) * Disallow switching to tripwires or back while throwing/attaching slams Fixed prediction errors with HL1 satchel Predict hornet gun ammo regen Groundworkd for HLS RPG prediction error fixes (req networking changes)