156,839 Commits over 4,536 Days - 1.44cph!

14 Minutes Ago
Merge from main
1 Hour Ago
Double baseline dung production speed of cow and sheep (was every 40m, now 20m) Fixed a long standing dung production bug on horses that was inadvertedly increasing their dung production x10 Adjusted horse dung produced per calorie to 0.2, was 0.1 A well fed horse should now produce ~48 dung/day (was 240) A well fed livestock animal should now produce ~72 dung/day (before any gene increase/decrease)
1 Hour Ago
Add additional tests
2 Hours Ago
Merge from deep_sea_teleport_fix
2 Hours Ago
Possible fix for players being left behind when a boat they are on transfers to/from the deep sea and they were standing too close to a wall Also add null checks when spawning the deep sea so we can spawn a quick, empty deep sea in the editor
3 Hours Ago
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3 Hours Ago
Fix individual edits causing more faces to be marked dirty than needed
3 Hours Ago
Animals are now dismounted when the vehicle they are on rolls or ends up submerged
4 Hours Ago
Updated sales charts for livestock selling Can now receive random reward that could include Turret, HQM, LGF, Semi rifle, Scrap, Saddles, Rope, Blue cards, Tarps, CCTV, Targeting computer and frags Updated wool chart to match for now, will likely need a further revision
4 Hours Ago
Cows now harvest for 30 cloth, 100 leather, 100 bones, 20 beef, 40 fat Sheep now harvest for 10 cloth, 20 leather, 50 bones, 12 mutton, 20 fat + whatever wool they had on them at the time of death
4 Hours Ago
Hooked up new animal icons Set all animal avatars to 1024, was 2056
4 Hours Ago
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4 Hours Ago
Item icons for milk drink interaction
Today
anim updates
Today
Added p2p_force_reliable convar * Defaults to 0, forces all packets to be sent over reliable P2P channel. * Stop using k_EP2PSendUnreliableNoDelay for all small packets, use the more reliable k_EP2PSendUnreliable Attempt a different fix for overlay layers resetting on server join Added feedback message to host_writeconfig_lua Added ability to load Srcds Workshop Ids from a file * It can be used alone or in conjunction with a collection. Documented on wiki * Moved srcds workshop cache file from `cfg/srcds_addons.txt` (too generic) to `cache/srcds_addon_list_cache.txt` Remove CExampleEffect screen space effect from builds * I don't think it was ever accessible from Lua/whatever Prevent Lua errors when using prop_effect in base gamemode * I don't know why this Sandbox specific entity is in the base gamemode, but it is, so we gotta deal with that now. Add UpdateScreenEffectTexture matproxy, use it for that PHX screen * Basically it forces _rt_FullFrameFB texture to update (at the end of the frame), meant to be used on model materials that make use of this texture. Fixed SWEP:CustomAmmoDisplay causing UI overlaps sometimes Fixed normals on a few more built-in models * prison_padlock001b.mdl * de_inferno/goldfish.mdl, claypot01.mdl & its gibs, claypot02.mdl
Open/close sounds
Add a 'needs stirring' electrical output so people can make circuits letting them know the generator needs stirred
Today
Optimize worst case pass of the multiple exterior detection so it doesn't balloon execution time
Today
Apply the item position on the Loadout UI icon slots if applicable https://files.facepunch.com/raul/2026/September/22_22-19-FixedHellbender.png https://files.facepunch.com/raul/2026/September/22_22-20-PertinentWeevil.png
Fix the deployment being the wrong way around
Add blinking 'processing' and 'blocked' text on the info display
Today
Ok fine allow buildings to define multiple exteriors - even though theoretically there can only be a single exterior per base it gets funky in it's current implementation when not all building blocks are handled by base occlusion so you can have separate sections of a base that aren't connected with faces but are both outsides (example: connecting external TC with ramps)
Today
Exclude high walls from room occlusion (since they are always considered outside structures)
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Today
Fix bases being able to define multiple outsides of the base - collapse to a single outside when interior rooms incorrectly are flagged as interior
Today
Bugfix: fix invalid takeover data for crystal ak Accidentally copied pack even though it hasn't one when manually resolving Tests: navigated to page, crystal ak displays as intended
Today
Added a per-stage benchmark measurement harness before moving onto experimental optimisations. To be used to measure future improvements and map changes. - ProcgenStats: time per-stage, number of prefabs placed, placement hash, counters (filter calls, radius scans, texel reads, anchor scans, monument attempts). - ProcgenBenchmark: editor tooling to generate maps for queued seeds and writes a CSV row per-stage. One map per play session, exiting play mode after each generation. - Powershell scripts to drive the editor benchmarks and compare CSV outputs by hash and stage time
Today
Bugfix: store.refresh now restarts the tab Fixes tab having only default-initialized tiles Tests: ran refresh while on general tab
Today
Post merge fixes
Today
merge from main fix conflict in ConversationData, bumped VehiclePadRepaired condition type
Today
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Today
Update: HttpImage - permit multiple requests for same url Fixes clurred images for overlay pages where first button shares sprite with full screen image but has different settings Tests: navigated to coconut underwear page - loaded both
Today
merge from procgen_visualiser
Today
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Today
merge from main
Today
Merge from critter_animals
Indicator + light notify LOD
Today
Rollback changes to addon whitelist * It caused issues on Linux builds with addons that use non English characters Add some panel related hacks to account for community made addons Enable override of suit/health charger entities & combine mines Add possible solution steps to "Failed to init Steamworks" crash Remove half-working spawnmenu-only check from citizen RPG check * In hindsight it wouldn't work with player squads anyway, so just enable all citizens with RPGs to attack gunships, don't try to lock it to spawnmenu-spawned citizens only. Add more entities to Lua override-able list * filter_activator_context, game_player_equip, trigger_push, ambient_generic Fix double notifications when hitting Sandbox vehicle limit Updated a whole bunch of built-in spawnicons * About 600 of them * Touches some PHX props, a few HL2 props, most of the TF2 props in the default spawnlist Update default spawnlists * Rearranges some stuff to better group similar items Update TF2 weapons spawnlist Slightly adjust L4D1 and Portal spawnlists Added more allowed entity overrides * item_battery, item_healthkit, item_suit, item_longjump * func_pushable, func_healthcharger, func_recharge * Half-Life: Source ammo entities * weaponbox, speaker Added Satchel entities to override whitelist + func_tankmortar
Today
Merge from animal_fence_sound_polish
Today
First pass on jellyfish swarms
Today
Animal fencing audio polish and added new ui sounds
Tweaked power phase requirements Tweaked loot spawn types Fixed bad map topology in harbor_1
Today
added colour mask slot to crittermovement and environmentfishcritter shaders for crab
Today
Pipe/wire pass for random room i (small)
Tech tree fixes
Today
edited grenade vm pullpin anim so the pin does not momentarily appear on screen after its pulled as it blends to throw ready idle
Today
Halloween Wallpapers - texture update