155,967 Commits over 4,536 Days - 1.43cph!

5 Days Ago
merge from automated_testing
5 Days Ago
Fix landmine worldmodel outline
5 Days Ago
merge from main
5 Days Ago
Added gib setup to wet log A so it spawns debris when depleted
5 Days Ago
Made a start on being able to toggle specular contribution from specific lights. Still needs support for the Core path and Forward+ rendered objects
5 Days Ago
Set BlurOptimized iterations param to nointerp Fix BIRP blur only blurring horizontal Adjust blur UI volume settings to compensate for grabpass Move blur to after uberpost pass
5 Days Ago
Fix oversized landmines - worldmodel optimisation changed the shared mesh import scale from 0.5 (this was changed 4 years ago) to 1, doubling placed mines. Halved all four LOD meshes in Blender and re-exported to restore the original size whilst keeping the import scale 1.
5 Days Ago
merge from ent_nre_fix
5 Days Ago
merge from 2Cave2Furious
5 Days Ago
merge from arrow_collision_fix
5 Days Ago
Arrow collision fix
5 Days Ago
Fix obsolete comment about coats
5 Days Ago
Second pass on livestock naming
5 Days Ago
Hook up the procedural cow textures derived from genes
5 Days Ago
Rework mesh test, it was getting false positives from fbx files that contained the collision and visual meshes (which we shouldn't do, but it's not a big deal in this case) Added an automated fix process to run the same check and then fix up those settings, might remove it once we update everything No fbx's modified in this commit, it's changed 2900 meta files so I need to do some spot checks
5 Days Ago
merge from main -> sentry_upload
5 Days Ago
Remove Mesh_MeshCollider_NoImportedMaterial test, it now gets covered by Mesh_MeshCollider_ImportSettings
5 Days Ago
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5 Days Ago
Removed PropRenderers from 32 prefabs that don't need them
5 Days Ago
Icon generator window refactor Can now be run from anywhere, regardless of scene Runs a realtime viewport with moue controls for zooming, panning and rotating Added a button to match another prop renderer, copies all of the settings from one prop renderer to another Added an overlay option, loads a sprite and overlays it on the viewport with a fade slider so we can eyeball match icons Open icon generator button int he inspector now opens the window, doesn't change scene Fixed prefabs that have a PropRenderer but were not found in the icon generator list - any PropRenderer in the project will now appear in the list after a refresh (refresh takes twice as long though)
5 Days Ago
Fixed a few places where we were caching a static reference to the scrap item def, we have ItemLookup in ItemManager that does this for us Deduct scrap when purchasing animals
5 Days Ago
First pass on livestock naming
5 Days Ago
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5 Days Ago
Allow base ResourceEntity's to spawn gibs when depleted
5 Days Ago
Reapplied the fix for the crate spawning in cave_small_Easy, committed the scene this time, S2P cave
5 Days Ago
Cleanup some of the code
5 Days Ago
Merge from main (stomped test list)
5 Days Ago
Fixed an occasional NRE when running `ent` commands on entities that are dead but haven't been cleared from the client yet (eg. spamming the command on dropped items on lower server and client FPS) Mild new list cleanup
5 Days Ago
Merge from itemdesc_alignment_fix
5 Days Ago
Change item description text horizontal alignment in GameUI.Inventory from Justified to Left Fixes the characters looking stretched and inconsistent between item description strings. Justified also never applies to the last line, so only the last line would look normal Before https://files.facepunch.com/martynchapman/2026/September/09_21-26-VitalXuanhuasaurus.png After https://files.facepunch.com/martynchapman/2026/September/09_21-26-FractalSpidermonkey.png
5 Days Ago
Merge from headitem_overlays_fix
5 Days Ago
- Fix heavy plate helmet and diving mask screen overlays disappearing when downed or dead - Fix heavy plate helmet audio muffling being cancelled by the wounded mixer snapshot. Muffling now has its own lowpass stage on the In Game and Player Voices groups, so it can mix with other snapshots instead of competing for the one snapshot slot - Helmet muffling is inactive for snapshots like CCTV and Underwater as that felt correct - Remove UIPrisonerHoodOverlay, it's overriden behaviour is what the base class UIBlackoutOverlay does by default now
5 Days Ago
crab texture sizes
5 Days Ago
Cherrypick CS 163721 (the command to test crash uploads) to the newer branch
5 Days Ago
- Make genes impact cow selling price - Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
5 Days Ago
- Make better tests for livestock capture, including with the new pen - Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
5 Days Ago
merge from Cow_pattern_testing
5 Days Ago
add admin convar to scale density of global atmophere fog
5 Days Ago
Sheep traits setup
5 Days Ago
fix saturation difference in RRP due to incorrectly placed sharpen filter
5 Days Ago
added debug visualiser to fur shader
5 Days Ago
Added automated test to check collectable entities have a token and phrase
5 Days Ago
first pass at seaturtles, with ocean locomotion turtles use movement similar to sharks, with their own budgeted queue for movement processing fixed population convars for other critters removed unnecessary timers from save/load of critters
5 Days Ago
Mesh library fixes * Some copy paste mistakes in error messages * Fixed BuildFromTriangles reading bone weights from the wrong table Minor cleanups * Deleted sensor_smooth cvar (unused) Improve Kinect support error handling Minor cleanups Fixed missing Toggle input for func_nav_prefer/avoid entities
5 Days Ago
Mesh library fixes * Some copy paste mistakes in error messages * Fixed BuildFromTriangles reading bone weights from the wrong table Minor cleanups * Deleted sensor_smooth cvar (unused) Improve Kinect support error handling Minor cleanups Fixed missing Toggle input for func_nav_prefer/avoid entities
5 Days Ago
Fix livestock fence being ignore by navmesh
5 Days Ago
Set up procedural materials on cow/bull/calf Added temp pattern tester to LOD0 renderers
5 Days Ago
Move livestock convars out of ai. and into their own factory
5 Days Ago
Hair smears in bitangent direction instead of tangent
Rin
5 Days Ago
Further improved deployment