157,272 Commits over 4,536 Days - 1.44cph!

16 Days Ago
Bradley Flatbed materials and textures. Model update
16 Days Ago
Add pillbox tranlsation strings. Add to icon generator manifest.
16 Days Ago
Merge from main
Rin
16 Days Ago
Reduced HQM collectable scale
16 Days Ago
Fix terrain compute uninitialised variable warnings
16 Days Ago
Merge from vehicle_panel_nre_fix
16 Days Ago
Hypothetical fix for NRE on VehicleEditingPanel
Rin
16 Days Ago
merge from bee_grenade_visual_fixes
16 Days Ago
Added support for a DroppedItem to call SetEntityAndChildrenDynamic when it stops moving, allowing us to switch a LOD component from dynamic to static This should allow us to use MeshLOD/RendererLOD on dropped items
Rin
16 Days Ago
merge from paintballgun_colourequipfix
Rin
16 Days Ago
merge from chandelier_optimization
Rin
16 Days Ago
merge from rifle_show_lod_animevents_update
Rin
16 Days Ago
merge from candy_inventory_fix
Rin
16 Days Ago
merge from ornate_horse _mask_fix
Rin
16 Days Ago
merge from worldmodel_sep_fixes
16 Days Ago
Merge from main
16 Days Ago
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
16 Days Ago
RendererLOD and MeshLOD converters will now calculate new camera distances when converting from a LODGroup LODGroup measures screen height and our LOD components operate on distance so it's not perfectly 1:1 but it's better than the old hardcoded values Add an inspector warning to the RendererLOD if there is a gap in the LOD settings (eg. LOD0 and 2 have targets, LOD1 is missing) Add an inspector warning to MeshLOD if the same mesh appears multiple times Added automated tests to find all meshes used for collision that calculates tangents, imports blendshapes, cameras, lights or materials
17 Days Ago
Add the vendor to the ranch, s2p both
17 Days Ago
Fixed animal leads not working after purchase
17 Days Ago
merge from main -> sentry_upload
17 Days Ago
First pass on npc's selling baby animals to the player
17 Days Ago
Possibly fixed the conversation data graph editor sometimes silently dropping newly added conversation nodes
17 Days Ago
LeadingPlayer is now a Synced field Compile simulator now passes
17 Days Ago
Fixed most compile errors, still one issue
17 Days Ago
Merge from lod_preview
17 Days Ago
Hitch & Trough now has a water container on the right, supports fluid IO Livestock can drink from trough Added a storage adaptor to the food portion of the trough
17 Days Ago
Added sandbag pillbox barricade and deployable item - pillbox model, LODs and collision with separate wood and sandbag phys materials - reused adams setup for crafting and repair - Added icon to match other variants - gibs - updated manifest
17 Days Ago
Fixed some regressions with recent changes * Extra unnecessary assignment in viewmodel bob code, also change CFuncTankMortar to use doubles for firing * Some minor model panel/icon/player model selector fixes Fixed couple potential Lua stack corruption issues with hooks * Specifically call conditions of CreateClientsideRagdoll and EntityEmitSound Fixed some typos Minor whitespace cleanups Remove some unnecessary usages of std::string Remove "ReleaseVideoMemory" stuff from Hammer Fixed Hammer material list leaking file search handles Allow render.BindLocalCubemap with `nil` to unbind the cubemap Workaround double messages per Sandbox limit hit * Only display the "Prop limit hit" message, not the "spawn blocked by server" message in the case of hitting the prop limit, etc * When spawning a dupe or something and hitting the prop limit 100s of times, only display ONE "prop limit hit" message.
17 Days Ago
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17 Days Ago
Biofuel Generator: manifest and engine.json for the new entity
17 Days Ago
merge from cookingworkbench_stopping_fix
17 Days Ago
merge from smart_alarm_deployment_fix
17 Days Ago
Improve smart alarm deployment, can now be placed on top of more other deployables Fixed oversized bounds, removed unnecessary deploy volume, assigned physics material https://files.facepunch.com/cipeax/2026/September/08_19-57-OrangeSableantelope.jpg
17 Days Ago
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17 Days Ago
Possible fix for an issue with cooking workbenches in the snow stopping to cook shortly after inserting refrigerated items and quickly starting the cooking process Transfer over the Refrigerated flag when splitting items, the spoiling work queue will still update it on the next tick anyway, but its a better initial state and fixes item stacks split off briefly becoming un-refrigerated before being updated, dirtying the inventory and stopping cooking
17 Days Ago
Update(editor): UpdateImageUrls - add progress bar and generalize field lookups by naming convention Tests: ran script with artificial delays during image upload stage
17 Days Ago
Update(editor): UpdateImageUrls automation - scans referenced store textures and tries to upload changed, while fixing up urls Tests: most of store UI is now missing images (as there's no backend content)
17 Days Ago
merge from server_occlusion_wait_and_integrate_pairs
17 Days Ago
enabled swimming for frogs, with first pass animator setup fixed frog interest, now more consistently finds water spots to start croaking
17 Days Ago
Biofuel Generator: blockout testing deployment - deployed prefab: referenced mixing table, simple box colliders, foliage displacement - guide prefab using same FBX - item generator.biofuel with placeholder blueprint and icon - needs Update Game Manifest
17 Days Ago
Fix animation test missing some animation events, fix a couple more cases that cause warnings ingame
17 Days Ago
merge from automated_testing
17 Days Ago
- Help window - Increased size of the creator window - Minor icon size polish
17 Days Ago
merge from main
17 Days Ago
exported latest nailgun refresh vm anims
17 Days Ago
Merge from livestock_nav_optis (linux and mac dll not built yet)
17 Days Ago
Added pattern tester script Some material updates
17 Days Ago
Cleanup filenames from 1.2 / 3.4 to half / three quarter
17 Days Ago
Parallel pair gathering for server occlusion now uses the same wait-and-integrate mechanism as net subscription updates - also reduced pair gathering player count to 16 from 64, to ensure more threads are being used in medium-high pop scenarios - consistency tests pass