162,280 Commits over 4,597 Days - 1.47cph!

3 Days Ago
Implement rising rivers during rainfall, shelving here because it doesn't work very well * Server prebakes the lowest and highest river levels and lerps between them Problem is after a few proc gen tests in most cases this looks bad and results in a visible water edge We'd need actual water physics? Not worth it https://files.facepunch.com/jarryd-campi/2026/November/Unity_yXJIos8h4u.mp4
3 Days Ago
don't run water window pass copy unless underwater
3 Days Ago
Record EnvSync into camera tapes
3 Days Ago
Added additional option to customise shaft style (i.e. skins) to fletching jig dialogue
3 Days Ago
remove water ambient lighting interpolator on upward facing water surfaces
3 Days Ago
Fix test runner getting tripped up by an empty string being used as a parameter
3 Days Ago
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3 Days Ago
implement proper ocean patch culling in ocean hull shader
3 Days Ago
Expose wind turbulence to weather preset, raise it on heavy rain so we get more foliage movement
3 Days Ago
Some randomisation to rain speeds
3 Days Ago
Fixed small band of wetness in some base corners
3 Days Ago
Fix water drops appearing to clip through the ceiling when standing underneath them
3 Days Ago
Disable any wetness rendering in edit mode, better terrain falloff
3 Days Ago
Added a new weather preset editing window, sets weather settings instantly bypassing any easing
3 Days Ago
Changeset: 169668 Change mac build to arm64-only
3 Days Ago
Rejigged the arrow customisation UI to be full screen and better match Rust's UI. Increased viewport size of arrow preview. More colours added.
3 Days Ago
- Fixed wrong DLL being excluded from Win32 srcds (oopsie) - Merged Pull Requests - Check `AdminOnly` field when spawning vehicles - TTT: Ignore unknown modes in ttt_mute_team
3 Days Ago
Fix more cases
3 Days Ago
Fix up some bad cases when scientists would not flank properly
3 Days Ago
fix missing render graph reads for water shadow stuff
3 Days Ago
fix trunction of float4 lodInfo in WaterShore.cginc
3 Days Ago
fix water sun shadow filter running twice per pixel
3 Days Ago
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3 Days Ago
Added arrow preview to fletching jig dialogue window so now you can preview your customisation
3 Days Ago
Handle cases where the player is killed or dismounted while playing back a tape
3 Days Ago
Run the manifest update so committed item ids match builds
3 Days Ago
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3 Days Ago
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3 Days Ago
More escape capture stuff
3 Days Ago
Updated gamepad escape calls
3 Days Ago
Updated component specimen, added more button styles
3 Days Ago
Added slider component
3 Days Ago
Added draggable component
3 Days Ago
Codegen
3 Days Ago
Added InputField component
3 Days Ago
Moved F7 pump out of Client.Input to a default bind like the F1 console
3 Days Ago
Moved out global escape capture out of mainmenu manager because it never made sense. Added Client.Input
3 Days Ago
Merge remote-tracking branch 'origin/hackweek-rain-benchmark' into hackweek-rainy-days
3 Days Ago
Merge branch 'main' into hackweek-rainy-days
3 Days Ago
Bring back camera parenting in demoui2
3 Days Ago
Ignore all non-player packets when playing demo tape, send snapshot when done
3 Days Ago
Ignore effect packets while playing back demo tape
3 Days Ago
Updated benchmark scene a bit
3 Days Ago
Merge remote-tracking branch 'origin/main' into hackweek-rain-benchmark
3 Days Ago
Moved New 40mm Rounds into their own folders.
3 Days Ago
Further SrcDS distribution cleanups * Do not build or ship filesystem_stdio.dll/so (on dedicated servers it is replaced by dedicated.dll/so) * Do not ship stdshader_dbg.so, stdshader_dx9.so (probably unused, runs without em) * Delete prebuilt dedicated.so from the repo (useless) * Remove dxsupport files from dedicated servers * Remove some more .dll files from Windows SrcDS as well
3 Days Ago
Add enemies, a countdown and burner-lit balloons to extraction raids
3 Days Ago
Fill the extraction map with more monuments
3 Days Ago
Bank extracted loot in a stash and drop raiders in at raid start
3 Days Ago
Add a 3k procedural map scene for extraction raids