127,363 Commits over 4,201 Days - 1.26cph!

19 Minutes Ago
prefab LOD distance tweaks re-factored oilrig leg prefabs to share a same nested prefab for the art
1 Hour Ago
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2 Hours Ago
Always enable the sleeping animator if the player is within 10m, lets the very subtle sleeping animation that I had never noticed before play as intended
3 Hours Ago
Get rid of the pooling for SteamFriend to fix game invites going to the wrong player
3 Hours Ago
Disable player animators on players that have been sleeping for more than 10s In a scene with 200 sleepers this drops animator handling time from 7.2ms to 0.3ms Automatically resumes once player wakes up, seems like no visible consequences
3 Hours Ago
Merge from main
3 Hours Ago
Fix menu prefabs not preprocessed in place after death_screen_optimize merge (broke Use Bundles too)
4 Hours Ago
Added some light LODs to the bounce lights on the static phonebooth, they would have rendered at all times while in network range
6 Hours Ago
Possible fix for AmbientLightLOD not properly enabling lights after a bug fix for the jungle update Seemed to affect lights that didn't use a CullingVolume Also removed an allocation every time a player enters and exits the lights range
6 Hours Ago
Replace all displacement textures with shapes, switch off blending for now, use vertex position to sample displacement instead of instance pos (except of grass case), squash foliage towards centre relative to displacement vector, use quantized vertex colours to attenuate, and rework directional height for better blending.
BaseMountable compile fixes
Compile fixes: copyboat_cl was a ServerVar, swapped it to a ClientVar Codegen
Today
Compile fix
scientist_rhib_gameplay_pass_2 -> naval_update
Today
Can no longer insert items into the production slot of the chicken coop
Make the PT boat turret immortal for good measure
When spawned in the deep sea: scientist RHIBs will generate loot in their dry boxes (not balanced)
Today
Merge from oct2025_merge
Today
Add PlayerAnimation_premerge_oct2025 controller for reference
Today
Merge from oct2025_merge
Today
Mark clothing fbx's as non r/w
Today
Merge from main Stomped player animation controller changes (sorry)
boat_ai_optimisations_2 -> naval_update
Increase interest intensity
Fix boken avoidance logic after our move to jobs
boat_ai_optimisations -> naval_update
Today
merge from main
Today
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boat_ai_optimisations_2 -> naval_update
Light sleeping: - wake boats up occasionally to wander around - wake, wander a bait then go back to sleep
Added sleepy system to boats Boats will sleep when the lose all targets and have lost them for x seconds
Today
updated bed with new model with better uvs, updated lods, gibs, prefab, workshop file, skinnable asset - still need to do corpse prefab and test
boat_ai_optimisations -> naval_update
Today
Fix missing await when writing file to cache in WebUtil.DownloadFileTemp
Today
Try to fix windows server console flickering - only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines - only redraw status text when we recieve status update - switch from 20 fps -> 50 fps (via Task.Delay()) - remove input.Update() redrawing the input line every 0.5s
Today
When generating deep sea content, make sure it picks all prefab variants before randomising Fixed active rhibs list not being cleared
Today
merge from main -> hotbar_food_eating
Today
Use idle sail anim when sails are wind blocked, high wind sail when not blocked.
Today
Fixed deep sea portal map marker position Make sure it doesnt dupe itself
Today
skull torch setup
Today
Fix refcount leaks due to render.Pop/PushFilter functions This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf Added MAX_PLAYER_BITS VRAD: Enable static prop lighting (vertex & lightmap) with `-fast` * Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster. * Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field) Minor model rendering changes from cs:go * Mostly null checks, etc. Prevent crashes with vertexSize of 0 on materials * Will now use error material instead, and SPAM you about what material is wrong Fix a crash on game exit to do with models Clear "missing" flag on all materials when a map is started loading
Today
merge from cannon_animation
Today
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
Today
merge from naval_update
Today
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.