144,590 Commits over 4,413 Days - 1.37cph!

1 Hour Ago
Update: pool.usemutexpool convar (default 0) to optionally revert to original pool - ran codegen(skipping protobuf due to mac weirdness) Tests: booted into craggy and toggled the var. Checked pool capacities via pool.print_memory
1 Hour Ago
merge from automated_testing
1 Hour Ago
Moved server block in TestScenario_RocketSplashDamage
1 Hour Ago
Don't catch exceptions in WrapTestAsCoroutine
1 Hour Ago
Optimise mission objectives which dynamically update mission location to nearby target entities - Use a defined layer mask which matches that which the target entity/s will be found on, was previously doing a physics cast on every layer - Rework how entities are defined as valid for each objective to remove allocations - Now run the location updates entirely clientside where possible, it is only used for UI things and doesn't need to be run serverside if a valid entity is in range On our mission testing map brings serverside cost per 1s tick from ~0.4ms to ~0.07ms clientside and now garbage free
2 Hours Ago
Bug fixes and optims, only snapshots dirty slots
3 Hours 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
3 Hours 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
3 Hours Ago
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4 Hours Ago
Fix crash with lua_dumptimers_cl when timer names are very long
4 Hours 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
4 Hours 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.
4 Hours Ago
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5 Hours Ago
Trace debug commands, logs when something happens on a circuit
Today
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
Today
illuminated pressure pad; - add baked textures for preview, not yet textured
Today
illuminated pressure pad; - remove redundant texture
Today
remove debug print in WaterRendererFeature
Today
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
Today
merge from interaction_toast_banned_fix
Today
Better checks for when to display "Banned/Kicked from the server" in the interaction toast on disconnect
- Add a spline around the table - Interacting sends request to mount at closest part of the spline (to the player)
Today
merge from automated_testing
Today
Missed one
Today
merge from automated_testing
Today
Editor only codegen, codegen
Today
merge from automated_testing
Today
Compile fix
Today
merge from automated_testing
- Better world spline inspector - Methods to find closest point on a spline to a world position
Today
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)