159,711 Commits over 4,566 Days - 1.46cph!

16 Minutes Ago
update from main
16 Minutes Ago
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58 Minutes Ago
merge from ambientlightlod_pooling_fix
1 Hour Ago
Add local tutorial server folder to ignore Fixed window popping up, now successfully hidden (still triggering windows firewall though)
1 Hour Ago
Fixed crazy formatting in debug.cs
1 Hour Ago
Added debug.printlights command
1 Hour Ago
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
1 Hour Ago
Merge from duck_jump_collision_check
1 Hour Ago
Unsaved
1 Hour Ago
Use forcedDuckDelta instead, we odn't need a raycast
1 Hour Ago
merge from Halloween_2026_update
1 Hour Ago
Merge from duck_jump_collision_check
1 Hour Ago
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
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
Removed unintended box collider on the Gravestone art object, uses the intended convex collider which more accurately shapes the model, fixes physic impacts
2 Hours Ago
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2 Hours Ago
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2 Hours Ago
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2 Hours Ago
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
3 Hours Ago
Fixed parachute reusing a field with the same name (lastPosition) as a parent Fixes a build error
3 Hours Ago
Add missing analytics for apartments - evictions - apartment value at the time of break-ins (expose raw value from method)
3 Hours Ago
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
3 Hours Ago
Fix frankenstein pet ignoring shields
3 Hours Ago
Always use brackets after "if" or "for", remove usless comments
3 Hours Ago
Assigned missing physic materals to Wooden Cross, Skull Fire Pit and Spooky Speaker (was cloth)
3 Hours Ago
merge from main
3 Hours Ago
Merge from prefab_hierarchy_flatten
3 Hours Ago
Viewmodel - Added bespoke idle/fire/dryfire ADS anims, tightened up transitions & conditions going in/out of ADS
3 Hours Ago
Reserialize TC loot panel prefab first so we can have a clean diff
3 Hours Ago
- try catch the upload so we can remove it from the queue if it fails - fix static fields not resetting in editor
3 Hours Ago
Merge from main
3 Hours Ago
merge from corpse_lootable_fix
3 Hours Ago
Formatting
3 Hours Ago
Fix npc corpses being unlootable after a server restart
3 Hours Ago
merge from main
4 Hours Ago
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
3 Hours Ago
Alien costume protection changed to bone armour Occupation slots match bone armour
3 Hours Ago
Add "GetByCrc()" method to FileStorage so we can find files solely by their CRC Fix the cache not having the EntityID being updated when using ReassignEntityId() - will fold these into the FileStorage refactor when it lands
3 Hours Ago
Fixed scarecrows sometimes not spawning in one of the halloween dungeon corridors
4 Hours Ago
Also flatten entities nested within prefabs for consistency
4 Hours Ago
merge from ddraw_parent_fix
4 Hours Ago
Don't attempt to clear parents if the client has no active parented ddraws
4 Hours Ago
Fixed radiation starting immediately upon entering the halloween and xmas dungeons
4 Hours Ago
Codegen
4 Hours Ago
Update the UGC uploader to reference FileStorage too instead of buffering in memory - references CRC, won't upload if the image has been deleted / modified since - add debouncing so it won't upload images from a sign until a small delay (example: autosave sends image every 30s)
5 Hours Ago
Privilege cache enabled by default (client and server)
5 Hours Ago
Buildfix: configure unity_installer_url for fpbuild Tests: none
5 Hours Ago
Fixed parented DDraw objects not clearing when their parent gets destroyed, drawing them at origin