139,397 Commits over 4,474 Days - 1.30cph!

28 Minutes Ago
Merge from PMM
36 Minutes Ago
updated the pipe_hole mesh to be shaped more like junkpiles mounds
36 Minutes Ago
back from trip, big merge from main
1 Hour Ago
fixed gas station interior LOD1 borked material assignment underground
1 Hour Ago
Livestok animals now flee if a loud noise like a gunshot is heard nearby
Rin
2 Hours Ago
Another heavy fuse loot table pass
2 Hours Ago
Fixed missing interact collider on lamb Fixed following behaviour not working due to grazing taking priority If an animal is hurt while being led they will forget about who they were following after they flee
3 Hours Ago
Aging boilerplate Expose a TimeToGrow field on livestock, when this time is reached they are replaced with a provided next stage prefab If no next stage is provided then the animal is just killed (old age?) Added livestockanimal.ageuplivestock that will age up the nearest animal with 20m
4 Hours Ago
Lamb setup Fixed prevent building volumes too large on all livestock
4 Hours Ago
Sheep hitboxes
5 Hours Ago
Created a tool to copy hitbox definitions from one skeleton to another with an optional scale multiplier (not needed in this case as the animator root is scaled, not bones) Set up calf hitboxes
5 Hours Ago
Fixed hitboxes on cow
5 Hours Ago
Merge from main
5 Hours Ago
Merge from powergrid
5 Hours Ago
pool table sounds first pass
6 Hours Ago
Merge from redirect_crafting_fix
Today
dart board sounds first pass
Today
Rock sculpture impact fx & related files.
Today
Fixed item crafting not accepting redirect skins as ingredients Fixes not being able to craft a stone spear with a NY wooden spear
Today
Fixed those gas station fixtures.
Today
Steeper satellite crash terrain overlay, for better hill support.
Today
Merge from CompassShieldViewmodel
Today
Jukebox particle fx now plays in time with music
Today
Jukebox cast lighting
Commit progress New StagedRendererLOD component for staged destruction entities which supports renderer and material swaps between destruction stages and LOD levels Custom inspectors for StagedRendererLOD and StagedDestructionEntityInfo Seems to work, need to migrate data from existing prefabs to new serialized fields
Today
add visible water to tank, material of water can be blended
Today
crashed satellite LODs
Today
Update: reimplement pool internals on top of LPRQ Based on paper by Raed Romanov & Nikita Koval: https://dl.acm.org/doi/epdf/10.1145/3572848.3577485 Shows same or a bit better times than FuzzyPool, but periodically has a very spiky test (from 2ms to 40ms). Also needs further tweaking and documenting Tests: ran unit & perf tests
Today
Fix roadside procedural car wrecks and telephone poles occasionally spawning too close to rail tracks, blocking trains from passing
Today
fix "" invokes add convars for testing airfield terminals, forces charge to full - airfieldairdropterminal.force_charge - airfieldcallchinookterminal.force_charge
Today
Setup row hover, invert colours. Satellite list screen finished.
Today
Enable dumpstringtables <table> to only print specific table Remove sv_dumpstringtables (unused) Implement some stringtable changes from CS:GO branch * Short dumpstringtables, Implement clientside string index search so ParticleEffect can just work with clientside-only precaches now, other self checks Make prop water level code apply to all animating entities (SENTs) Try to fix baseanimating overlays resetting on server join Merge Pull Requests * Optimizations for Vector:ToColor * Added math.Cot
Today
click fix
Today
entry finished-ish
Today
entry
Today
gas station car crusher harsher collision placement fix crusher not fully gibbing cars fix lift being damageable
Today
merge from water_treatment_plant_maintainables
Today
forgot meta apparently
Today
water pipes fixes - collider much smaller, only on faucet part - buffed water push rate for IO 6 -> 18 - increased tank capacity 5000 -> 15000 - removed duplicate sound script - consistent LOD ranges for all fx/sounds
Today
More
Today
updated powerline electrical box so that the wires and cover shute are lower and more over to the side to help prevent wire clipping on the io ports
Today
jukebox - speaker fx shows when isPowered and in the ON state - added lods - updated prefab
Today
merge from PlayerMaintainedMonuments
Today
changed positional height of the powerline_pole_a fbx steps removed them from the fbx into its own object so they can be turned on and off will need setting up by the code-person
Today
wip list entries
Today
merge from sharkmovement_sound_fix
Today
Fix "sharkmovement.prefab not found in any asset scenes" log, found after I bumped this to a warning It flagged an actual small issue, the shark has these subtle movement sounds that are supposed to be playing while it's charging the player - but they didn't work due to not being in the correct folder. Now no longer completely silent: https://files.facepunch.com/cipeaX/2026/July/27_20-29-UnequaledLittlenightmonkeys.mp4
Today
merge from hackweek_parented_ddraw
Today
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
Today
Fix stack overflow and alloc in navmesh load / save