155,493 Commits over 4,536 Days - 1.43cph!

1 Hour Ago
Fixed some regressions with recent changes * Extra unnecessary assignment in viewmodel bob code, also change CFuncTankMortar to use doubles for firing * Some minor model panel/icon/player model selector fixes Fixed couple potential Lua stack corruption issues with hooks * Specifically call conditions of CreateClientsideRagdoll and EntityEmitSound Fixed some typos Minor whitespace cleanups Remove some unnecessary usages of std::string Remove "ReleaseVideoMemory" stuff from Hammer Fixed Hammer material list leaking file search handles Allow render.BindLocalCubemap with `nil` to unbind the cubemap Workaround double messages per Sandbox limit hit * Only display the "Prop limit hit" message, not the "spawn blocked by server" message in the case of hitting the prop limit, etc * When spawning a dupe or something and hitting the prop limit 100s of times, only display ONE "prop limit hit" message.
3 Hours Ago
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4 Hours Ago
Biofuel Generator: manifest and engine.json for the new entity
4 Hours Ago
merge from cookingworkbench_stopping_fix
4 Hours Ago
merge from smart_alarm_deployment_fix
4 Hours Ago
Improve smart alarm deployment, can now be placed on top of more other deployables Fixed oversized bounds, removed unnecessary deploy volume, assigned physics material https://files.facepunch.com/cipeax/2026/September/08_19-57-OrangeSableantelope.jpg
4 Hours Ago
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5 Hours Ago
Possible fix for an issue with cooking workbenches in the snow stopping to cook shortly after inserting refrigerated items and quickly starting the cooking process Transfer over the Refrigerated flag when splitting items, the spoiling work queue will still update it on the next tick anyway, but its a better initial state and fixes item stacks split off briefly becoming un-refrigerated before being updated, dirtying the inventory and stopping cooking
5 Hours Ago
Update(editor): UpdateImageUrls - add progress bar and generalize field lookups by naming convention Tests: ran script with artificial delays during image upload stage
5 Hours Ago
Update(editor): UpdateImageUrls automation - scans referenced store textures and tries to upload changed, while fixing up urls Tests: most of store UI is now missing images (as there's no backend content)
6 Hours Ago
merge from server_occlusion_wait_and_integrate_pairs
6 Hours Ago
enabled swimming for frogs, with first pass animator setup fixed frog interest, now more consistently finds water spots to start croaking
6 Hours Ago
Biofuel Generator: blockout testing deployment - deployed prefab: referenced mixing table, simple box colliders, foliage displacement - guide prefab using same FBX - item generator.biofuel with placeholder blueprint and icon - needs Update Game Manifest
6 Hours Ago
Fix animation test missing some animation events, fix a couple more cases that cause warnings ingame
6 Hours Ago
- Help window - Increased size of the creator window - Minor icon size polish
6 Hours Ago
merge from main
6 Hours Ago
exported latest nailgun refresh vm anims
Today
Merge from livestock_nav_optis (linux and mac dll not built yet)
Added pattern tester script Some material updates
Today
Cleanup filenames from 1.2 / 3.4 to half / three quarter
Today
Parallel pair gathering for server occlusion now uses the same wait-and-integrate mechanism as net subscription updates - also reduced pair gathering player count to 16 from 64, to ensure more threads are being used in medium-high pop scenarios - consistency tests pass
- Tighten up some colouring, spacing etc - Stop the eyes working at weird ass angles
Today
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
Today
Re-render all sandbag deployables for consistent appearance.
- Add slot icon rendering - Ensure ui takes up the whole page - Shrink choice down a little bit - Fix weird eye rendering in character customisation
Today
Setup icon rendering. Render icons for new sandbags.
Today
Fully burst parallel path following, had to do some native changes so that each agent can create and pass a different query instead of sharing, -30% - ai.batch_navmesh_transforms for only parallel transform update - ai.batch_navmesh_pathfollowing for full parallel
Today
Adding squirrel rig
Today
Merge from main
Today
Removed temp shell box from random room vendor B and replaced w/ proper underground volume to block skylight
Today
New sandbag variations unlock with original / BP button fix.
Today
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
Today
separate critter FSM to different budgeted work queue, with lower frametime
Today
More work on random room C - plus wire/pipe pass
Today
Missed file
- Add color selection system for hair/skin colour - Add spotlight above the character - Dont rerender all icons if you change colour
Today
merging 3p arrows not hiding fix
Today
merge from main
Today
Unfucking ifdefs
Today
More path following optis for -17.5%: - Cache transform in navmesh agent - Use reference equal instead of == for independantNavmesh to avoid the unity overload - Batch apply transforms after ticking all agents with IJobParallelForTransform - Remove one normalize to the movement math
Made ferry terminal loot room functional with power grid
Today
More setup
Today
Enabled graphics jobs on Mac Switched graphics jobs to Split
Today
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Today
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Today
Fix for 3p_bow not hiding the arrow mesh on the server
Today
Updates to all weapon anim controllers to match convention
First pass procedural cow pattern shader
Today
merge from Livestock_animals
ladders merge