160,370 Commits over 4,566 Days - 1.46cph!

11 Minutes Ago
merge from base_occlusion/vending_door_fix -> base_occlusion
11 Minutes Ago
Update tests
12 Minutes Ago
Add support for doors to be "always closed" but still treated like portals between rooms - allows vending machines to block visibility between rooms while keeping the same code as doors
13 Minutes Ago
Add the "door blocker" component for base occlusion to the vending machine prefab too
14 Minutes Ago
Fix entities placed in sockets (vending machines) not linking up with their sockets until stability runs (which doesn't apply for vending machines) or server restart - part of the reason vending machines didn't block occlusion: they sometimes had no links
15 Minutes Ago
Fix entities that were forced dynamic due to being parented never resetting the flag when pooled and staying dynamic when reused without a parent
16 Minutes Ago
Update tests to be aware of the extra faces on foundations now
17 Minutes Ago
Fix a foundation surrounded by walls being connected to a foundation outside the base offset half below - add faces on the sides of foundations & rely on existing face linking behavior to work properly
19 Minutes Ago
Reserialize foundation prefabs before adding new faces (for clean diff)
19 Minutes Ago
added example mesh for jarryd - idea is to box’s position, dimensions and rotation Use object-name suffixes to assign physics materials, e.g. floor_01_wood uses Wood. Remove material suffixes from generated child names Place aligned colliders directly on the parent; create separate children for rotated boxes Remove the reference instance after conversion, with Undo/Redo support
35 Minutes Ago
Cherry pick old animals fixes (flee when attacked from afar, do not sleep)
36 Minutes Ago
UIBlurCanvasesBehind skips the capture while a CanvasGroup above is faded out
1 Hour Ago
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1 Hour Ago
Improve DImage shader replacement system * Uses case insensitive check for VertexLitGeneric, includes LightmappedGeneric now * Handles SubRect shader materials by drawing the correct part of the texture Try to have Paint tool UI with previews * https://files.facepunch.com/rubat/2026/October13-3318-SecondhandWoodborer.png Lets try ignoring UV adjustments in surface.DrawTexturedRectUV * So the function's UV arguments work like expected, without the "sub pixel adjustment" stuff, which seems unnecessary? * Only the Lua binding is affected Refine DImage subrect support and KeepAspect features Minor cleanups Remove leftover debug panel from Paint tool, KeepAspect the icons Update GHA actions to version 6 for Linux and Windows Add trigger_portal_cleanser to entity override whitelist Fixed a crash with render.UpdateScreenEffectTexture Remove widgets.RenderMe and properties.GetHovered serverside * widgets would just do nothing, but shouldn't exist on the server, properties.GetHovered would just error out Minor cleanups of various methods to match wiki and vice versa Fixed a couple memory leaks with multicore rendering * Mostly relates to functions such as render.UpdateScreenEffectTexture and render.PushCustomClipPlane Try downgrading actions/checkout to v5 * goddamn github man Port a fix for math.ceil/floor Add some self checks for corrupted map files "load" concommand doesn't boot you from session for missing saves * So "load quick" bind doesn't disconnect you if you accidentally press it without having a quick save Fixed ZFunc not being set when overriding depth testing Fixed regression with DPanel:OnMousePressed due to recent changes Merge Pull Requests * Make ENT:StoreOutput treat times=0 same as times=-1, making it consistent with engine entities Try to add the file path to CWin32ReadOnlyFile::FS_fread warnings Move DrawTexturedRectUV changes to a separate func * DrawTexturedRectRawUV Prediction errors on arrays include array index for ints and floats Try to add classname to CUtlRBTree overflow message 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 Fixed a crash with inputs firing from removed triggers Fixed wrong lookup function used in Hunter NPC code Add m_hStoredPathTarget to SetSaveValue whitelist Minor Hammer code fixes Fixed wrongful error with Mesh:DrawSkinned with 52 bones Fix Folder addons being searched in mountable games/platform Add "Engine Error" to Sys_Error_Internal printf Disable some unused Bootil stuff that spits out warnings Fixed an issue with prediction error counting affecting certain fields 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
1 Hour Ago
rename `demo.newui` to `demo.oldui`, enable demoui2 by default. [old ui stays. we really don't have a reason to nuke it for now and there are still some people that prefer the old one.]
1 Hour Ago
Adjust empty model file handling * Change where it bails so maybe its less error prone? Fixed an issue with prediction error counting affecting certain fields Added icons for the 5 new TF2 maps
1 Hour Ago
Set "occlusion_door_immediate" to false by default (was supposed to be since we show everything within 32m)
1 Hour Ago
merge from aizone_sleep_fix
1 Hour Ago
Merge from vcc
1 Hour Ago
Merge from main
1 Hour Ago
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.
1 Hour Ago
Fix navmesh building on top of cargoship
1 Hour Ago
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
1 Hour Ago
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
2 Hours Ago
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
3 Hours Ago
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3 Hours Ago
Optimize doors when recalculating series of connected rooms when doors are opened & closed
3 Hours Ago
merge from analytics_base_occlusion -> main
3 Hours Ago
Fix compile errors
3 Hours Ago
merge from work_queue_optims
3 Hours Ago
- 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
3 Hours Ago
Add analytics events for rotating and flipping building blocks
3 Hours Ago
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3 Hours Ago
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4 Hours Ago
boat_scientists_improvements -> main
4 Hours Ago
Only attempt turns when we can actually see the player
4 Hours Ago
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
4 Hours Ago
Fix bad merge when updated before submitting livestock lamp changes
4 Hours Ago
merge from main -> base_occlusion
4 Hours Ago
merge from analytics_base_occlusion -> main
4 Hours Ago
boat_scientist_improvements -> main
4 Hours Ago
- Give up players if you've been chasing them for a while - Pursue for a max set of meters unless that player shoost you
4 Hours Ago
replicated_convar_error_change -> main
4 Hours Ago
item_pool_expansion -> main
4 Hours Ago
sprinkler_fixes -> main
4 Hours Ago
radwater_color_throw_fix -> main
4 Hours Ago
Add "isOpen" to the existing door toggled event
4 Hours Ago
3p setup wip - 3p anims - holdtype controller population - holster placement
4 Hours Ago
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5 Hours Ago
- 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