156,879 Commits over 4,536 Days - 1.44cph!

19 Minutes Ago
Cattle coat: proper on/off inbreeding for the pattern - Swapped the old Bias Strength slider for a real Inbred toggle, so it works the same way inbreeding does everywhere else (on/off, not a dial) - Not inbred keeps the bias map's painted white/dark grey zones, inbred drops to just the seam mask and lets the rest go to noise - Split the edge softness into two sliders (dark edge / white edge) so softening the white mask border doesn't also soften the dark edge and dim the whole body - Fixed a bug where switching Inbred on changed how busy the pattern looked overall, not just the zones it's meant to affect - Pattern tester and material inspector both updated to match, so this can be tweaked and previewed without a real animal - Fixed a few tests that broke from the renames
26 Minutes Ago
merge from lod_texture_optimization
26 Minutes Ago
updated scrap king lods and prefabs, enabled r&w, fixed material order
30 Minutes Ago
Squirrel and Rabbit sounds added to anims
30 Minutes Ago
merge from main
32 Minutes Ago
Throw animation updates
36 Minutes Ago
Scene2prefab
36 Minutes Ago
Scene2prefab
45 Minutes Ago
updated lods for the sandbags to be more accurate
55 Minutes Ago
Merge from main
59 Minutes Ago
update for the train station medium added new signal lights
59 Minutes Ago
Merge from render_pipeline_testing
1 Hour Ago
Fixed the issue where the max shadow lights cap wouldn't match between BRP and RRP
1 Hour Ago
Reapplied NMS loot room after file conflicts
1 Hour Ago
Adding crouch turn animations
1 Hour Ago
Merge from powerlevel_loot_rooms
2 Hours Ago
Merge: from ui_store_slim_ram - Update: store assets are taken from the backend - Optim: store assets are loaded and unloaded dynamically Tests: navigated through various store pages with various debug overrides
2 Hours Ago
Couple more texture res reductions (floating city sign decals / ziggurat related ones)
3 Hours Ago
Texture optimisations to some apartment textures (reducing size) and floating walkway LOD textures
3 Hours Ago
Committing WIP work on Small Random Room J for branch switching
3 Hours Ago
merge from main
3 Hours Ago
update to barricade sandbags now use continuious lods so skins persist down the chain. Was previously using a baked version.
4 Hours Ago
Changed base ladder hatches to have more metal and less rust
4 Hours Ago
update milk icon to face the other way so item quanity isn't covered
4 Hours Ago
Merge from main
5 Hours Ago
Merge: from main
Rin
6 Hours Ago
merge from airwolf_repairable_pad
Rin
6 Hours Ago
Helipad repair now requires 30,000 wood 10,000 metal fragments 100 rope Added AIRWOLF cctv S2P
Today
Added analytic hook locations TODOs
Today
Merge from legacy_anim_deletes_oct_2026
Today
Removed 75 animation files and overrides, around 47mb worth Mostly legacy hold types
Today
Cleaned orphaned data in player animation controller Updated cleanup tool to also clean out orphaned references in override controllers
Today
Added new tool Tools/Animation/Remove Orphaned Sub Assets Finds orphaned assets on animation controllers that Unity apparently just keeps around after you delete things? Could also have been caused by bad merges Cleaned out Scientist2.anim, RidableHorse, v_mini_crossbow.anim, snowballgun.anim, v_food_pies.anim
Today
Fixed boomerang waiting to catch animation still using old player model animation Once removed old boomerange animations were no longer referenced, removed them
Today
Merge from main
Today
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)
Today
Add additional tests
Today
Merge from deep_sea_teleport_fix
Today
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
Today
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Today
Fix individual edits causing more faces to be marked dirty than needed
Today
Animals are now dismounted when the vehicle they are on rolls or ends up submerged
Today
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
Today
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
Today
Hooked up new animal icons Set all animal avatars to 1024, was 2056
Today
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Today
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