144,584 Commits over 4,413 Days - 1.37cph!

12 Minutes Ago
Fix steamworks.GetDownloadedItems returning nothing sometimes * When subbed item count == downloaded item count Resolve some pointer truncation issues for 64 bit builds Minor merges from x86-64 Fixed a number of 64bit compile warnings More 64bit compile warning fixes More compile warning fixes & TF2 SDK merges More 64bit merges & fixes Added Player.GetFlashlightColor Added new Hammer inputs from TF2 * SetModel, SetCycle, SetPlaybackRate Remove con_logfile from code * Fixes complaints about it missing when running certain commands Cache sound durations to avoid file parsing every time Apply some more Windows manifest changes from TF2 SDK * Use modern common controls stylings * Mark as DPI aware to avoid our window getting scaled More 64bit fixes Prevent give concommand creating certain entities More 64bit compile warning fixes Fix crash with lua_dumptimers_cl when timer names are very long
27 Minutes Ago
Added cube variants of the br_sphere family, CubeEntity with size lerping support https://files.facepunch.com/raul/1b1311b1/cube_vis.jpg https://files.facepunch.com/raul/1b1311b1/cubes_showcase.mp4
49 Minutes Ago
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57 Minutes Ago
Fix crash with lua_dumptimers_cl when timer names are very long
1 Hour Ago
Remove con_logfile from code * Fixes complaints about it missing when running certain commands Cache sound durations to avoid file parsing every time Apply some more Windows manifest changes from TF2 SDK * Use modern common controls stylings * Mark as DPI aware to avoid our window getting scaled More 64bit fixes Prevent give concommand creating certain entities More 64bit compile warning fixes
1 Hour Ago
Increased LOD2 on the apple tree again... Added a very small chance for apples to fall just by hitting the tree (this will not happen to trees with beehives on). https://files.facepunch.com/LukeD/2026/05/Unity_ZUViSdEn7h.mp4 Now I can finally work on my magnum opus, adding coconuts to trees in the deep sea.
1 Hour Ago
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2 Hours Ago
Trace debug commands, logs when something happens on a circuit
4 Hours Ago
illuminated pressure pad; - game model added. - pressure pad lights up in two conditions; when power is sent or when power is recieved. Which now allows burst of power to illuminate the pad for a small time. - updated material, prefab and icon. https://files.facepunch.com/curtis/1b1411b1/14_03-08-CadetblueOlingo.mp4
4 Hours Ago
illuminated pressure pad; - add baked textures for preview, not yet textured
4 Hours Ago
illuminated pressure pad; - remove redundant texture
4 Hours Ago
remove debug print in WaterRendererFeature
4 Hours Ago
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
5 Hours Ago
merge from interaction_toast_banned_fix
5 Hours Ago
Better checks for when to display "Banned/Kicked from the server" in the interaction toast on disconnect
5 Hours Ago
- Add a spline around the table - Interacting sends request to mount at closest part of the spline (to the player)
5 Hours Ago
merge from automated_testing
5 Hours Ago
Missed one
5 Hours Ago
merge from automated_testing
5 Hours Ago
Editor only codegen, codegen
5 Hours Ago
merge from automated_testing
5 Hours Ago
Compile fix
5 Hours Ago
merge from automated_testing
6 Hours Ago
- Better world spline inspector - Methods to find closest point on a spline to a world position
6 Hours Ago
testlist
Today
Added RRP support for the dev-only shadow convars
Today
merge from main
Today
m16a2 update. gamemesh and wip textures
Today
exported updated 3p sprint animation
Today
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
Better bounds
Codegen
Dont network ball rotation - its just calculated on the client from velocity information
Today
Added a better way to handle the pipeline asset cloning to allow for settings to be set on the cloned asset before RRP is toggled on
Added ball rolling
missed file
Today
Fixed Linux compile error in dedicated.so
Today
Added Player.GetFlashlightColor Added new Hammer inputs from TF2 * SetModel, SetCycle, SetPlaybackRate Add missing LuaJIT2.1 files Probably fix Linux build errors
Add drag to the pool ball velocity
Today
networking tweaks
Today
Fixed looping gestures fading out after a single loop (but not actually ending)
Today
merge from mortar_prototype
Today
Fix animation handles not being freed on mortars/cannons in demos
Today
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
Today
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
Today
set idle stand timescale to 1 on player animation controller and edited 3p crouch and stand idle anims
Today
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Today
Power flow debug viz
Today
adding models and final prefab for the nova apartments sign added renderer batch on new bench prefabs some tweaks to scene
Only run physics updates if any of the balls have velocity