159,077 Commits over 4,566 Days - 1.45cph!

12 Minutes Ago
merge from cui_allui_fix
13 Minutes Ago
Improved panel unregistration performance
4 Hours Ago
Lets try ignoring UV adjustments in surface.DrawTexturedRectUV * So the function's UV arguments work like expected, without the "sub pixel adjustment" stuff, which seems unnecessary? * Only the Lua binding is affected Refine DImage subrect support and KeepAspect features Minor cleanups Remove leftover debug panel from Paint tool, KeepAspect the icons
30 Minutes Ago
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47 Minutes Ago
merge from fix_cookable_created_alloc -> main
1 Hour Ago
Fix ItemModCookable allocating a new delegate every time an item is created
1 Hour Ago
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1 Hour Ago
merge from cui_allui_fix
1 Hour Ago
Fixed CommunityEntity.AllUi list accumulating endlessly and only clearing when reconnecting to a server; it now validates the list and removes null entries on panel destruction Added admin-only `communityentity.print_alluis` for debugging, codegen Before: https://files.facepunch.com/raul/2026/October/13_20-59-InsistentSiamesecat.mp4 After: https://files.facepunch.com/raul/2026/October/13_21-14-GlamorousBalloonfish.mp4
1 Hour Ago
first pass on restore tool - old tattoos that are faded can be painted with this tool to restore their colour to full without needing to be fully redrawn
1 Hour Ago
Fix some weird/stuck crosshairs on the rear turret
1 Hour Ago
another fix for third person crouch anim playing when dropping off ledges
1 Hour Ago
S2P tropical island 1, 2, 3 and 4. Removed the coconuts from the big palm trees. Its really difficult to see the coconuts + the taller trees visually sway a lot more and currently the coconuts do not sway with the tree so it looks terrible.
1 Hour Ago
merge from hitchtrough_save_fix
Rin
2 Hours Ago
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2 Hours Ago
merge from buildingprivilege_cache
2 Hours Ago
Fixed blocks registering with a 0 net id on the server when placed with the building plan
2 Hours Ago
Make sure to also rebuild plant info when new quality data comes in via rpc without a network update
3 Hours Ago
merge from main
3 Hours Ago
merge from main
3 Hours Ago
clip timing updates
4 Hours Ago
replaced soundpooling for a readonly struct modulator, avoids all allocs and doesn't change any of the usage
4 Hours Ago
Auto adjust jobs thread count when changing CPU affinity
4 Hours Ago
added dryfire wip anims, stock updates, set up animator to correctly choose correct fire and dryfire anims based on state
4 Hours Ago
fixed jenkinsfile using wrong param name for slack channels
4 Hours Ago
merge from sendmouseevents_optim
5 Hours Ago
tattoo fixes - clamp tattoo brush size 1.0-5.0, doesnt use painting convar - zoom scaling clamp, so you cant get as far out but can also go closer than usual for fine detail - brushes now scale independent of zoom in tattooing, this does make performance a little worse, but fixes when the paint stamp doesnt cover enough of the uv and becomes spotty. WIP still - uv buffer now samples some of the uv pixels around the current target to try to smooth out and match seams where the uv resolutions dont match (like where the head meets torso etc..)
5 Hours Ago
Optimized PreUpdate.SendMouseEvents by clearing the main camera event mask, nothing uses OnMouse events Saves up to 0.08ms a frame in builds
5 Hours Ago
Compile fix
5 Hours Ago
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5 Hours Ago
Initial setup of different ADS and recoil settings for weapon stock being deployed/collapsed
5 Hours Ago
merge from analytics_biofuel_generator
5 Hours Ago
Add resource consumption/production events for the biofuel generator
5 Hours Ago
pt_boat_rewrite -> turret_viewmodels
5 Hours Ago
main -> pt_boat_turret_rewrite
5 Hours Ago
Only send turret targets rather than every single turret movement We are effectively predicting the turret movement on the client with the server reconcilling it 1.83 -> 0.20 aim messages/s per idle turret ~46 -> ~7 B/s per turret per player On a 122 player server: roughly ~105 KB/s less outbound (~9GB a day). 6% reduction of all outbound game data
6 Hours Ago
Formatting
6 Hours Ago
first pass on tattoo layering - 2 layers, 1 "base" layer which is fixed onto the player model, 1 which is edited during a painting session - tattoo compositor merges the editing layer onto the base layer when exiting the menu or saving - fade is applied to base layer, and baked into the png when merging downwards - rads add fade to the base layer visually with a parameter, which is only baked in during a merge - reworked to accomodate a separate player sending the tattoo edits to the other for saving (bc tattoo chair eventually) - moved more code to serverside to allow for direct painting communication between 2 clients
6 Hours Ago
Refactor and optimize LookAtIOEnt, avoid various allocs when wiring or updating battery info, avoid physics query every frame for turret interference
Today
merge from gunfiring_optims
Today
Fixed holding a gun searching the whole inventory every frame for reload ammo types Holding a gun with a full inventory: 0.06ms -> ~0.01ms
Initial pass, helper scene/player model guide prefab for easier balancing
Rin
Today
merge from hackable_crate_icon
Rin
Today
Updated hackable crate map icon
Today
Merge from vcc
Today
merge from gunfiring_optims
Today
Fixed issues from the far shot and shell replay changes
Wallpaper health was included with every building block, even those without wallpaper Saves 10 B per building block
More prefab fixes
Today
Optimize LookAtPlant and LookAtPlanter, only rebuild if data changed