124,945 Commits over 4,171 Days - 1.25cph!

2 Hours Ago
Add admin convar `enable_marker_teleport` - if set to true, right clicking on the map will teleport you to that location instead of placing a marker
3 Hours Ago
Bear now harvests for 20 meat instead of 19
6 Hours Ago
Fix not being able to place barricades on ice lakes when too close to another monument S2P ice lakes
Today
merge from water_pump_power_fix
Today
merge from killbees_restore
Today
merge from pickup_toasts_localization_fix2
Today
merge from fix_premium_sorting
Today
Stop preprocessing wearables with rig stripping enabled because it breaks the workshop icon generation
Today
Codegen
Today
Switch the following behavior from gamemode fields -> convars - mapenabled - hideplayeronmap - hideplayermapdirection - fogofwar - fogofwarrevealsize - compassenabled
Today
Minor Hammer cleanups from CS:GO * No functional changes besides some nullptr checks Fixed potential issues with Hammer (from CS:GO) * CTextureSystem::ReloadMaterialsUsingTexture optimization * Some entities such as info_ladder_dismount get proper colors from FGD * Disallow creating "Auto" visgroup manually Minor cleanups Minor VBSP/VRAD cleanups Hammer/VBSP support for 4 way displacement painting Implement particle picker for Hammer Fixed visual and undo bugs with CMapSweptPlayerHull (func_useableladder)
Today
WIP on injection of food item data to "snackhub" generic entity and generic viewmodel
Today
Tune generation param so that hires navmesh tiles have the same size as lowres ones, for easier stitching
Today
Add multi command execution to console UI + multi line autocompletion.
Today
- Speed up geometry collection (lots of culling was actually losing perf when done at scale and relying on recast chunkyMesh) - Fix terrain gen being very low res and not respecting alpha (go back to using existing baked terrain code we were using before)
Today
Add multiline support to dev console
Today
merge from main -> naval_update
Today
merge from naval_update -> deep_sea
Casino progress / better curtains
Yesterday
security tower rename material
Yesterday
- Speed up tile rebuild - Fix tile rebuild giving very different results from initial build
Yesterday
Can only bunnyhop: 1. Once every 3 seconds 2. When grounded 3. When not waterlogged 4. When there is at least 10% sprint percentage remaining Bunnyhop now: 1. Uses correct physics calls to make a nice jump 2. Uses a relative force to account for slopes 3. Jumps higher at faster speeds 4. Jumps get scaled by the sprint percentage remaining 5. Consumes 10% sprint percentage https://files.facepunch.com/jacob/1b0511b1/Unity_Aa2i1beFhS.mp4 https://files.facepunch.com/jacob/1b0511b1/Unity_npssU8l2Br.mp4
Yesterday
Optim: Get rid of allocs in BradleyAPC::DoPhysicsMove Tests: loaded monument island with a launch site, verified bradley spans and rides around. in profiler DoPhysicsMove had 0 allocs
Yesterday
Set dressing supplies barge
Yesterday
Locker - updated workshop model with proper mesh shading
Yesterday
Simplify prioritize premium sorting - works way better than it did before
Yesterday
Generic container LODs
Yesterday
fixed compile from CoACD
Yesterday
Merge from naval_missions
Yesterday
security prison bug fixes, lods, collision
Yesterday
Progress backup
Yesterday
Cleanup
Yesterday
Fix CH47 patrol point selection to use a more fair random monument choice Previously, GetRandomPatrolPoint() picked the first valid monument after a random start index. This biased results when only a few monuments were valid. Now we collect all valid monuments and select one uniformly at random, ensuring a more even distribution.
Yesterday
wrap custom coacd editor in defines
Yesterday
Further cannon setup. Collision setup so it works nicely with cannon low wall.
Yesterday
Merge from naval_update
Yesterday
Fix compile errors
Yesterday
Merge from boat_building
Yesterday
Merge from naval_update
Yesterday
Optim: get rid of allocs in BuildingPrivlidge::IsAuthed Tests: set up TC on Craggy, was able to auth/deauth
Yesterday
Merge from naval_update
Yesterday
merge from /main/coACD - adds FPConvexCollisionBaker that we can use to bake convex collider sets for compatibility with dynamic RBs (PlayerBoats)
Yesterday
Unity tutorial - added test objects to scene
Yesterday
Cannon deploy placement fix.
Yesterday
Cannon art/prefab updates. Assign placement prefab.
Yesterday
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