159,722 Commits over 4,566 Days - 1.46cph!
Fixed vm hands not rendering in the workshop scene (and associated error)
merge from GraveyardFenceFix
merge from ScareCrowDungeonSpawnFix
merge from RadiationDungeonFix
Resave tutorial island scene
Fixed powergrid, steam auth issues
Reduce pool sizes on server
Disable server save/loading
Consolidate all the command line switches
Bypass steam auth if a local server (we already gate it so only local ip's can connect)
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merge from /main/cannon_firing_fixes
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merge from ambientlightlod_pooling_fix
Add local tutorial server folder to ignore
Fixed window popping up, now successfully hidden (still triggering windows firewall though)
Fixed crazy formatting in debug.cs
Added debug.printlights command
Fixed AmbientLightLOD turning back on its lights when reused from the pool while culled
Was causing a lot of deployable lights to stay lit at any distance after a base streamed back in
Standing near a big base with 994 far ambient lights lit (editor):
- LightBinningAndShadowPass 1.2ms -> 0.5ms
- FindActiveLights 0.28ms -> 0.07ms
Merge from duck_jump_collision_check
Use forcedDuckDelta instead, we odn't need a raycast
merge from Halloween_2026_update
Merge from duck_jump_collision_check
Don't allow the player to jump while crouched if there is a solid object directly above them
0 radius raycast so this should still be possible around the edges of objects
Prevents the player head briefly sticking through the floor when jumping while crouching under objects and getting explosion splash damage
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Removed unintended box collider on the Gravestone art object, uses the intended convex collider which more accurately shapes the model, fixes physic impacts
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Cursed Cauldron fixes:
- removed unused mesh collider with missing mesh from root
- fixed prevent building collider being on the incorrect layer, fixing by proxy physic impacts
Fixed parachute reusing a field with the same name (lastPosition) as a parent
Fixes a build error
Add missing analytics for apartments
- evictions
- apartment value at the time of break-ins (expose raw value from method)
Booltil/FreeImage/SQLite build for Linux64
Fixed Linux not building with recent changes due to AWESOMIUM
* Can't get rid of it soon enough
LuaJIT builds for Linux64
Fix frankenstein pet ignoring shields
Always use brackets after "if" or "for", remove usless comments
Assigned missing physic materals to Wooden Cross, Skull Fire Pit and Spooky Speaker (was cloth)
Merge from prefab_hierarchy_flatten
Viewmodel - Added bespoke idle/fire/dryfire ADS anims, tightened up transitions & conditions going in/out of ADS
Reserialize TC loot panel prefab first so we can have a clean diff
- try catch the upload so we can remove it from the queue if it fails
- fix static fields not resetting in editor
merge from corpse_lootable_fix
Fix npc corpses being unlootable after a server restart
Separate Linux Client and SCRDS build scripts
Try to add classname to CUtlRBTree overflow message
Fixed some regressions when entity search, incl Barnacles
Rename ErrorFromLua to ErrorNoHaltStack
Added CLuaInterface::FormatError
Fixed some compile warnings
Allow mesh.BoneData to be called with index 2
* Weight value is ignored in this case
* Mesh() global now allows 3 bone weights
* Mesh:BuildFromTriangles will now read up to 3 weights, depending on the input above
Added 2 new sub scopes to PhysFrame
* `PhysFrame-CPhysicsEnvironment::Simulate` and `PhysFrame-VPhysicsShadowUpdate`
Added OnChangedFromMin/Max to math_counter entity
* Also added SetMax/MinValueNoFire inputs for it
Improve error handling of Autorefresh
Fixed memory leak with Windows auto refresh with symlinks
* Hopefully without regressions, as the system was changed somewhat substantially
Alien costume protection changed to bone armour
Occupation slots match bone armour