133,661 Commits over 4,262 Days - 1.31cph!

15 Minutes Ago
Merge from botcollider_optim
23 Minutes Ago
merge from naval_update
24 Minutes Ago
Fixed deepsea billboards not killed as expected when the deep sea closes, caused by server restarts when the deep sea is open
1 Hour Ago
merge from settings_fixes
1 Hour Ago
merge from store_gallery
1 Hour Ago
Revert accidental change to skin viewer texture resolution, needs more testing
2 Hours Ago
Update server version mismatch disconnect messages. Minor adjustments to HLMV * Make the minimum size bigger (1200x800, from 640x700) so all UI elements fit without resizing * Title always contains program name * Prevent materials being deduplicated in the material list, so all missing materials now show Fixed a particle related crash Fixed normal map for Shotgunner Combine Soldier player model Added 3rd skin to Combine Soldier player model * It's the skin for the updated combine soldier texture from Episode 2 Fixed wall slams playing wrong physics sound * Now plays the sounds associated with the material we hit, not the sounds of the last ground entity we were on Custom Spawnmenu position function for view models
4 Hours Ago
Merge: from networkcache_stalegroup - Bugfix for vanishing child entities (l-ike drybox on rhib) Tests: spawned rhib, teleported far then back after pause, paused again - all parts stayed in place
5 Hours Ago
Bugfix: fix missing child entities (like drybox on rhib) by invalidating network cache on netgroup change Previously if parent moved it would update the network group of the hierarchy, but only parent would have it's cache invalidated. This meant that it was possible for child to be with a netgroup outside of network range, while parent is in network range. Tests: on Craggy, took rhib and drove it from E4 to a row above E0, teleported back to E4, waited for boat to stream out, teleported to boat and waited a bit - it stayed in place (previously drybox would disappear)
6 Hours Ago
Fix scientists not moving
6 Hours Ago
Fix scientists fsms being added to client budget queue in editor
Today
Birthday candle hat reposed
Today
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
Today
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
Today
Replace navmodifiers with navvolumes
Today
Halloween mummy reposed
Today
Re-enable scientists on deep sea islands
Today
Make sleeping component server only
Today
reduced packed blend mask resolution.
Today
Hook new scientists to AIzones so that they go to sleep when no player is around
Today
Readd new scientists to oilrigs
Added mannequin skinset to player model
Today
Fix leg animator causing the player model to clip through the camera in first person mode.
Today
Mannequin repose - not working yet
Today
Fix `-nosteam` no longer working in editor. (Preferences -> Facepunch -> Disable platform services editor pref)
Today
- removed offset transforms in prefab (in preparation for new anims to be exported at the origin) - re-introduced 0.7 scaling (not able to set to 1 due to issues with scope attachments)
Today
set lod distances further to 5% on balloon clumps
Today
Replace ServerUpdateBots with a PersistentObjectWorkQueue In a test of 500 bots on the server (about baseline on an empty server) this was taking 0.25ms because it looped over every entity, every frame. The internal logic is time gated so it would only actually check/modify 5-15 each frame WorkQueue is budgeted at 0.05ms and goes through as many as possible in a frame within that window As this might result in some bot colliders temporarily being the wrong size for a frame or two I've added manual forced collider size updates when a player state changes that we are otherwise checking in the update process (mounting/dismounting/wounding/crawling) to minimise any delays
Today
Merge from naval_update
Today
Don't do any processing for UpdateReputations if the player's reputation state hasn't changed
Today
Vertex colours visual for edit mode
Today
Readd nextPlayerCheck to JunkpileWater, we don't need to be running this check every frame on every junkpile
Today
Adjust TOD headless check to work via compiler defines, it seems liike cameras are still present on the server (although not doing anything) so it thought it was running on the client Should save 0.1ms a frame
Today
Marked FishSwarm as client only, was profiling as 0ms but it was still running a coroutine so might as well nuke it on the server
Yesterday
Remove wrong assertion
Yesterday
Remove wrong assertion
Yesterday
Merge from main Only conflict is cake.entity, auto resolved
Yesterday
Fixed settings slider jittering when dragged
Yesterday
Fixed settings resetting convars set above the max value
Yesterday
merge from cardgames_atlas
Yesterday
Compressed and atlased card games UI sprites, should save around 100mb ram
3 Days Ago
Frankenstein_monster_03 torso/legs/head repose
3 Days Ago
3 Days Ago
merge from console_autocompletion_contains
3 Days Ago
Sort StartsWith console autocompletion before Contains
3 Days Ago
merge from main
3 Days Ago
Ensure we don't load saverestore files from mountable games
3 Days Ago
Dracula fixes and Scarecrow repose
3 Days Ago
Remove repeated allocations from getting missions from the mission manifest
3 Days Ago
merge from birthday2025 -> main