127,809 Commits over 4,201 Days - 1.27cph!

9 Minutes Ago
Reset default server starting time to 9, was set to 12 when testing fog volumes back in August Override craggy island to start at 10 for better visuals while playing in editor
1 Hour Ago
Merge from coop_prod_fix
1 Hour Ago
Merge from spray_fixes_oct_2025
1 Hour Ago
Merge from cinematic_play_fallback
1 Hour Ago
merge from canvas_debug_command
1 Hour Ago
Fixed debug.printanimators double names in the inactive row
1 Hour Ago
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
3 Hours Ago
Expose world boundary repel force as convars instead of hardcoded - world_boundary_force_start_distance - world_boundary_force_offset
3 Hours Ago
Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
3 Hours Ago
Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
3 Hours Ago
Fix NONE compile error in Shield.cs
3 Hours Ago
merge from dynamic_occlusion_pausing -> main
3 Hours Ago
Fix compile errors
3 Hours Ago
Set dynamic_occlusion_pausing to enabled instead of disabled
3 Hours Ago
merge from industrial_pipe_batching -> main
3 Hours Ago
Add `print_memory_batching_detailed` command to print out memory usage of individual batches - can supply filter to filter based on material name
4 Hours Ago
merge from industrial_pipe_batching -> main
4 Hours Ago
Make `batch_industrial_pipes` a non-admin convar
5 Hours Ago
Add `print_memory_industrial` and `print_memory_batching` commands to show how much memory is being used by batching and industrial pipe meshes respectfully - batching will include both inactive renderers and active renderers since mesh memory is still used while the renderer is turned off
6 Hours Ago
Slightly optimise command reordering
Today
Jobified instance reordering
Today
Minor improvements to Lua's render lib * Prevent potential issues/minor memory leaks due to Lua errors in some functions (render.DrawQuadEasy, render.DrawScreenQuad, render.PushCustomClipPlan) * Change render.DrawQuadEasy to use better optional argument handling (potentially breaking if mods do silly things) Minor cleanups Added render.GetFogMaxDensity Added a self-check to CBaseHandle::Init Fixed 2 minor compile warnings Defer OnRequestFullUpdate if not in main thread GHA/Steamworks prepwork for network_test branch Fixed potential nullptr server crashes in networking Minor cleanup/compile warning fix Fixed a potential issue with bad BSP embedded files asset:// supports .svg Reject non texture customization files Win32 unicode file search support (disabled) file.Open will block any of those characters anyway, so this was a waste of time, but just throwing this in, in case its useful in the future
Today
merge from optimize_sprinklers -> main
Today
Fix compile error
Today
Add `skinned_placeholder` convar to control if sprinklers will use static placeholders or not - default enabled - refresh_renderers will update placeholders if convar is changed
Today
Fix compile errors
Today
Update: convert error logs to error-once logs The current changes mitigate the problem, which will allow peeps to play longer while we chase up what's going wrong. Tests: none, trivial change
Today
Update: adding more logging in an attempt to catch baseplayer NREs Tests: 2p local session with spectating, disconnects
Today
Merge from boat_building
Today
Cannons can only be mounted on finished boats. Call base mount showif checks. Refactor BallistaGun Menu_Mount_ShowIf so cannon can call base checks without the ballista specific checks.
Today
RPG7 - Added baked viewmodel
Today
Set dressing polish and some boosted bounce lighting in floating city 3
Today
Added boat building station deployment guide prefab with latest artwork
Today
Merge from boat_building
Today
Merge from part_caching
Today
Fixed barge surfaces not being picked up by HLOD (except casino). Rebaked HLOD in floating city 1 and 3.
Today
Switch more stuff to using cached parts
Today
Merge from parent
Today
Re-add hull flag, set on hull blocks.
Today
Today
Added CachedBoatParts<T> Cache lists of blocks, anchors, sails for now.
Today
Merge from main
Casino barge decks
Today
added an elevator shaft to the casino roof in FC4
Today
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
Today
raised security tower cover
Today
level submit
Today
Codegen
Today
removed Deferred Mesh Decal script from mesh object parent