144,590 Commits over 4,413 Days - 1.37cph!
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
merge from automated_testing
Moved server block in TestScenario_RocketSplashDamage
Don't catch exceptions in WrapTestAsCoroutine
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
Bug fixes and optims, only snapshots dirty slots
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
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
Fix crash with lua_dumptimers_cl when timer names are very long
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
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.
Trace debug commands, logs when something happens on a circuit
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
illuminated pressure pad;
- add baked textures for preview, not yet textured
illuminated pressure pad;
- remove redundant texture
remove debug print in WaterRendererFeature
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
merge from interaction_toast_banned_fix
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)
merge from automated_testing
merge from automated_testing
Editor only codegen, codegen
merge from automated_testing
merge from automated_testing
- Better world spline inspector
- Methods to find closest point on a spline to a world position
Added RRP support for the dev-only shadow convars
m16a2 update. gamemesh and wip textures
exported updated 3p sprint animation
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
Dont network ball rotation - its just calculated on the client from velocity information
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
Fixed Linux compile error in dedicated.so
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
Fixed looping gestures fading out after a single loop (but not actually ending)
merge from mortar_prototype
Fix animation handles not being freed on mortars/cannons in demos
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)