124,948 Commits over 4,171 Days - 1.25cph!

2 Hours Ago
Log commands ran by admins to a log file - rotate daily log files - log any command ran by admins (including useless commands like "swapseats") so it works with modded servers as well where permissions can be all over the place - mark how each command was ran (server console, rcon, player) as well as some information about the user who ran it - enabled by default, can be disabled with startup parameter `-disableconsolelog`
Today
Fix issues with `catapult.reload` admin command Previously passing "5" to load a player didn't work correctly with multiple catapults in the world as well as some other minor inconveniences Add descriptions
Yesterday
New `debug.fillmounts` command - spawns and mounts a player on every mount point in a radius for testing https://files.facepunch.com/cipeaX/2025/September/06_21-05-CharmingCanine.mp4
Yesterday
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
Yesterday
Bear now harvests for 20 meat instead of 19
Yesterday
Fix not being able to place barricades on ice lakes when too close to another monument S2P ice lakes
Yesterday
merge from water_pump_power_fix
Yesterday
merge from killbees_restore
Yesterday
merge from pickup_toasts_localization_fix2
Yesterday
merge from fix_premium_sorting
Yesterday
Stop preprocessing wearables with rig stripping enabled because it breaks the workshop icon generation
2 Days Ago
Codegen
2 Days Ago
Switch the following behavior from gamemode fields -> convars - mapenabled - hideplayeronmap - hideplayermapdirection - fogofwar - fogofwarrevealsize - compassenabled
2 Days Ago
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)
2 Days Ago
WIP on injection of food item data to "snackhub" generic entity and generic viewmodel
2 Days Ago
Tune generation param so that hires navmesh tiles have the same size as lowres ones, for easier stitching
2 Days Ago
Add multi command execution to console UI + multi line autocompletion.
2 Days Ago
- 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)
2 Days Ago
Add multiline support to dev console
2 Days Ago
merge from main -> naval_update
2 Days Ago
merge from naval_update -> deep_sea
2 Days Ago
Casino progress / better curtains
2 Days Ago
security tower rename material
2 Days Ago
- Speed up tile rebuild - Fix tile rebuild giving very different results from initial build
2 Days Ago
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
2 Days Ago
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
2 Days Ago
Set dressing supplies barge
2 Days Ago
Locker - updated workshop model with proper mesh shading
2 Days Ago
Simplify prioritize premium sorting - works way better than it did before
2 Days Ago
Generic container LODs
2 Days Ago
fixed compile from CoACD
2 Days Ago
Merge from naval_missions
2 Days Ago
security prison bug fixes, lods, collision
2 Days Ago
Progress backup
2 Days Ago
Cleanup
2 Days Ago
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.
2 Days Ago
wrap custom coacd editor in defines
2 Days Ago
Further cannon setup. Collision setup so it works nicely with cannon low wall.
2 Days Ago
Merge from naval_update
2 Days Ago
Fix compile errors
2 Days Ago
Merge from boat_building
2 Days Ago
Merge from naval_update
2 Days Ago
Optim: get rid of allocs in BuildingPrivlidge::IsAuthed Tests: set up TC on Craggy, was able to auth/deauth
2 Days Ago
Merge from naval_update
2 Days Ago
merge from /main/coACD - adds FPConvexCollisionBaker that we can use to bake convex collider sets for compatibility with dynamic RBs (PlayerBoats)
2 Days Ago
Unity tutorial - added test objects to scene