160,650 Commits over 4,566 Days - 1.47cph!

Yesterday
Add special staging-only gamepad UI button option that hackily enables gamepad override just for that session. Hide all other gamepad options in the gamepad section until it is enabled.
Yesterday
Fix navmesh building on top of cargoship
Yesterday
Fix AI Sleep Zones not working correctly since May - race condition fix earlier this year inadvertently made any zone outside of a BaseEntity not initialise correctly (all except underwater labs) - before / after on fresh procmap: https://files.facepunch.com/ryanw/2026/October/26_19-06-IndelibleBlackrhino.png / https://files.facepunch.com/ryanw/2026/October/26_18-54-FluffyDaddylonglegs.png
Yesterday
Fix sheeps starving despite a trough, their feed time was lower than cows so they wasted time shuffling with each other for a turn, now feeding time can't desync between sheep and cows
Yesterday
Update: Item.UseItem now returns if the entire item was consumed - bugfix IndustrialConveyor's use-after-free of item in QuickMove path Tests: ran conveyor tests, no longer failing
Yesterday
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Yesterday
Optimize doors when recalculating series of connected rooms when doors are opened & closed
Yesterday
merge from analytics_base_occlusion -> main
Yesterday
Fix compile errors
Yesterday
merge from work_queue_optims
Yesterday
- anims and clips for weapons own anims, inc stock deploy + collapse, reload and fire - initial animator setup for these weapon anims - clip update of 3p idle - avatar setup for world weapon rig
Yesterday
Add analytics events for rotating and flipping building blocks
Yesterday
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Yesterday
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Yesterday
boat_scientists_improvements -> main
Yesterday
Only attempt turns when we can actually see the player
Yesterday
Lap interval pass on additional work queues - DroppedItemUnderwaterQueue, 0.05, keep inline (ish) with physics tick rate - BotColliderWorkQueue, 0.1, this is only refreshed every 0.2-0.3 seconds anyway
Yesterday
Fix bad merge when updated before submitting livestock lamp changes
Yesterday
merge from main -> base_occlusion
Yesterday
merge from analytics_base_occlusion -> main
Yesterday
boat_scientist_improvements -> main
Yesterday
- Give up players if you've been chasing them for a while - Pursue for a max set of meters unless that player shoost you
Yesterday
replicated_convar_error_change -> main
Yesterday
item_pool_expansion -> main
Yesterday
sprinkler_fixes -> main
Yesterday
radwater_color_throw_fix -> main
Yesterday
Add "isOpen" to the existing door toggled event
Yesterday
3p setup wip - 3p anims - holdtype controller population - holster placement
Yesterday
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Yesterday
- Swap to another target if the boats main target is obstructed - Otherwise decide to bail if the target has been hidden for a long time
Yesterday
Fixed NPC related crashes Minor cleanups Move DrawTexturedRectUV changes to a separate func * DrawTexturedRectRawUV Make "SetPos touch triggers" change opt-in via argument * This change causes infinite loops in existing addons, such as TTT. Fixed auto complete for lua_refresh_file Added Player:RunConsoleCommand * It's serverside only, has the same limitations as Global.RunConsoleCommand Use Player:RunConsoleCommand in some sandbox tools Fixed citizen_sheet_bloody.vtf appearing blurry
Yesterday
Bugfix: fix WaterPurifier incorrectly increasing stack of garbage in output just before removing it Tests: none, trivial change
Yesterday
Bugfix: ResearchTable.ResearchAttemptFinished - preserve ItemDef from the removed item to avoid NREs Tests: none, trivial change
2 Days Ago
commit remaining textures that were for some reason not included
2 Days Ago
added new milk icons so its clearer what they are when in fridge. updated asset textures accordingly
2 Days Ago
Optim: use IndexOf to avoid double scan in ItemContainer.Remove Tests: ran unit tests
2 Days Ago
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2 Days Ago
Bugfix: reimplement ItemContainer.Clear loop to invalidate items at the end of iteration - removed couple cases of dead code Tests: unit tests + server automated tests, down to 1 failing
2 Days Ago
If the target is no longer valid then move on to someone we can see, or bail out
2 Days Ago
Workshop Downloadable Source - Default name for files now uses dashes instead of dots. "rifle.ak.obj" would now be "rifle-ak.obj" to prevent issues
2 Days Ago
Workshop Downloadable Source Models - Updated all files, adding a (correctly shaded) _triangulated mesh for every quadded mesh. Kept the quadded meshes when they existed for skinners to choose. Downloading meshes now downloads one file with all the meshes inside instead of one mesh per file. Updated .skinnable files to match the new file names. Removed old files
2 Days Ago
exported seagull take off anim
2 Days Ago
merge from main
2 Days Ago
Fix water junkpile queue leaking at about 150 entries/hour, causing budget to max out pretty quickly - also introduce concept of work queue intervals, allowing the enforcement of min seconds between two passes, UpdateNearbyPlayers only runs every 0.5-1 second so queue has been changed to match this
2 Days Ago
Allow cows light need to be fulfilled by lamps
2 Days Ago
If none of the crew of a scientist boat can see the target player then turn the boat around so it can face them
2 Days Ago
Swap 'Replicated convar not found on client' to a warning for this patch I previously marked replicated convars as saved, so everyone will get replicated errors the first time they join a staging server as everything regenerates (fine to swap back to an error next patch)
2 Days Ago
Bugfix: ItemModCookable - cache relevant information before destroying item Tests: cookign tests pass
2 Days Ago
Update: add ItemManager.RemoveImmediate to validate removing DoRemove Temp set to true, will revert back to default false before merging Tests: ran automated tests - a bunch of failures
2 Days Ago
Fix cows still clipping through walls when lying down