160,358 Commits over 4,566 Days - 1.46cph!

12 Minutes Ago
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25 Minutes Ago
Improve DImage shader replacement system * Uses case insensitive check for VertexLitGeneric, includes LightmappedGeneric now * Handles SubRect shader materials by drawing the correct part of the texture Try to have Paint tool UI with previews * https://files.facepunch.com/rubat/2026/October13-3318-SecondhandWoodborer.png Lets try ignoring UV adjustments in surface.DrawTexturedRectUV * So the function's UV arguments work like expected, without the "sub pixel adjustment" stuff, which seems unnecessary? * Only the Lua binding is affected Refine DImage subrect support and KeepAspect features Minor cleanups Remove leftover debug panel from Paint tool, KeepAspect the icons Update GHA actions to version 6 for Linux and Windows Add trigger_portal_cleanser to entity override whitelist Fixed a crash with render.UpdateScreenEffectTexture Remove widgets.RenderMe and properties.GetHovered serverside * widgets would just do nothing, but shouldn't exist on the server, properties.GetHovered would just error out Minor cleanups of various methods to match wiki and vice versa Fixed a couple memory leaks with multicore rendering * Mostly relates to functions such as render.UpdateScreenEffectTexture and render.PushCustomClipPlane Try downgrading actions/checkout to v5 * goddamn github man Port a fix for math.ceil/floor Add some self checks for corrupted map files "load" concommand doesn't boot you from session for missing saves * So "load quick" bind doesn't disconnect you if you accidentally press it without having a quick save Fixed ZFunc not being set when overriding depth testing Fixed regression with DPanel:OnMousePressed due to recent changes Merge Pull Requests * Make ENT:StoreOutput treat times=0 same as times=-1, making it consistent with engine entities Try to add the file path to CWin32ReadOnlyFile::FS_fread warnings Move DrawTexturedRectUV changes to a separate func * DrawTexturedRectRawUV Prediction errors on arrays include array index for ints and floats Try to add classname to CUtlRBTree overflow message 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 Fixed a crash with inputs firing from removed triggers Fixed wrong lookup function used in Hunter NPC code Add m_hStoredPathTarget to SetSaveValue whitelist Minor Hammer code fixes Fixed wrongful error with Mesh:DrawSkinned with 52 bones Fix Folder addons being searched in mountable games/platform Add "Engine Error" to Sys_Error_Internal printf Disable some unused Bootil stuff that spits out warnings Fixed an issue with prediction error counting affecting certain fields Make "SetPos touch triggers" change opt-in via argument * This change causes infinite loops in existing addons, such as TTT. Fixed auto complete for lua_refresh_file
32 Minutes Ago
rename `demo.newui` to `demo.oldui`, enable demoui2 by default. [old ui stays. we really don't have a reason to nuke it for now and there are still some people that prefer the old one.]
58 Minutes Ago
Adjust empty model file handling * Change where it bails so maybe its less error prone? Fixed an issue with prediction error counting affecting certain fields Added icons for the 5 new TF2 maps
52 Minutes Ago
Set "occlusion_door_immediate" to false by default (was supposed to be since we show everything within 32m)
53 Minutes Ago
merge from aizone_sleep_fix
56 Minutes Ago
Merge from vcc
57 Minutes Ago
Merge from main
1 Hour Ago
Add special staging-only gamepad UI button option that hackily enables gamepad override just for that session. Hide all other gamepad options in the gamepad section until it is enabled.
1 Hour Ago
Fix navmesh building on top of cargoship
1 Hour Ago
Fix AI Sleep Zones not working correctly since May - race condition fix earlier this year inadvertently made any zone outside of a BaseEntity not initialise correctly (all except underwater labs) - before / after on fresh procmap: https://files.facepunch.com/ryanw/2026/October/26_19-06-IndelibleBlackrhino.png / https://files.facepunch.com/ryanw/2026/October/26_18-54-FluffyDaddylonglegs.png
1 Hour Ago
Fix sheeps starving despite a trough, their feed time was lower than cows so they wasted time shuffling with each other for a turn, now feeding time can't desync between sheep and cows
1 Hour Ago
Update: Item.UseItem now returns if the entire item was consumed - bugfix IndustrialConveyor's use-after-free of item in QuickMove path Tests: ran conveyor tests, no longer failing
1 Hour Ago
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1 Hour Ago
Optimize doors when recalculating series of connected rooms when doors are opened & closed
2 Hours Ago
merge from analytics_base_occlusion -> main
2 Hours Ago
Fix compile errors
2 Hours Ago
merge from work_queue_optims
2 Hours Ago
- anims and clips for weapons own anims, inc stock deploy + collapse, reload and fire - initial animator setup for these weapon anims - clip update of 3p idle - avatar setup for world weapon rig
2 Hours Ago
Add analytics events for rotating and flipping building blocks
2 Hours Ago
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2 Hours Ago
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3 Hours Ago
boat_scientists_improvements -> main
3 Hours Ago
Only attempt turns when we can actually see the player
3 Hours Ago
Lap interval pass on additional work queues - DroppedItemUnderwaterQueue, 0.05, keep inline (ish) with physics tick rate - BotColliderWorkQueue, 0.1, this is only refreshed every 0.2-0.3 seconds anyway
3 Hours Ago
Fix bad merge when updated before submitting livestock lamp changes
3 Hours Ago
merge from main -> base_occlusion
3 Hours Ago
merge from analytics_base_occlusion -> main
3 Hours Ago
boat_scientist_improvements -> main
3 Hours Ago
- Give up players if you've been chasing them for a while - Pursue for a max set of meters unless that player shoost you
3 Hours Ago
replicated_convar_error_change -> main
3 Hours Ago
item_pool_expansion -> main
3 Hours Ago
sprinkler_fixes -> main
3 Hours Ago
radwater_color_throw_fix -> main
3 Hours Ago
Add "isOpen" to the existing door toggled event
3 Hours Ago
3p setup wip - 3p anims - holdtype controller population - holster placement
4 Hours Ago
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4 Hours Ago
- Swap to another target if the boats main target is obstructed - Otherwise decide to bail if the target has been hidden for a long time
4 Hours Ago
Fixed NPC related crashes Minor cleanups Move DrawTexturedRectUV changes to a separate func * DrawTexturedRectRawUV Make "SetPos touch triggers" change opt-in via argument * This change causes infinite loops in existing addons, such as TTT. Fixed auto complete for lua_refresh_file Added Player:RunConsoleCommand * It's serverside only, has the same limitations as Global.RunConsoleCommand Use Player:RunConsoleCommand in some sandbox tools Fixed citizen_sheet_bloody.vtf appearing blurry
4 Hours Ago
Bugfix: fix WaterPurifier incorrectly increasing stack of garbage in output just before removing it Tests: none, trivial change
4 Hours Ago
Bugfix: ResearchTable.ResearchAttemptFinished - preserve ItemDef from the removed item to avoid NREs Tests: none, trivial change
4 Hours Ago
commit remaining textures that were for some reason not included
4 Hours Ago
added new milk icons so its clearer what they are when in fridge. updated asset textures accordingly
4 Hours Ago
Optim: use IndexOf to avoid double scan in ItemContainer.Remove Tests: ran unit tests
4 Hours Ago
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5 Hours Ago
Bugfix: reimplement ItemContainer.Clear loop to invalidate items at the end of iteration - removed couple cases of dead code Tests: unit tests + server automated tests, down to 1 failing
5 Hours Ago
If the target is no longer valid then move on to someone we can see, or bail out
5 Hours Ago
Workshop Downloadable Source - Default name for files now uses dashes instead of dots. "rifle.ak.obj" would now be "rifle-ak.obj" to prevent issues
5 Hours Ago
Workshop Downloadable Source Models - Updated all files, adding a (correctly shaded) _triangulated mesh for every quadded mesh. Kept the quadded meshes when they existed for skinners to choose. Downloading meshes now downloads one file with all the meshes inside instead of one mesh per file. Updated .skinnable files to match the new file names. Removed old files
5 Hours Ago
exported seagull take off anim