139,590 Commits over 4,352 Days - 1.34cph!

6 Minutes Ago
a lot more weapons charm setup
12 Minutes Ago
fixed 3p skull player offset
1 Hour Ago
merge from path_preview
1 Hour Ago
Fix "Unlocked" button appearing clickable
2 Hours Ago
More ent_create NPE crash fixes vgui_slideshow_display refuses to scan invalid folders for slides Delete a few more "test" concommands * This includes collision_test, kdtree_test, voxeltree_view, voxeltree_playerview, voxeltree_box, voxeltree_sphere Add 2 new parameters to VRAD * `-LeafAmbientSampleReduction` and `-AmbientFromLeafCenters` Lets try rebuilding ambient cube indexes for when there are >65536 of em Lets try making singleplayer always select first spawnpoint * This mimics Half-LIfe 2/Portal 1 behavior. so you don't spawn on spawnpoints meant for testing during map development Fixed crashes with SavePresets Fixed decal related crashes with static props * For "clipped vertices" (whatever that means) it would crash, so we prevent that Make template spawned entities be removed if they are not NPCs * This is for NPCMaker entities, when given invalid entity classes to spawn (i.e. not NPC classes), it will now also remove the non NPC entity after spawning it, so they don't fill up the server Do not assign client-only color_correction entities serverside * This fixes map cleanups applying color correction that is not applied when just starting the map
2 Hours Ago
fix missing shader referene
2 Hours Ago
Clean up and format the whole file a bit, it was a mess No functional changes
3 Hours Ago
Set up small hunting trophy with updated rig (still not working though)
3 Hours Ago
easier deployment on sloped river banks, improve river checking
4 Hours Ago
Office light file tweaks & setup.
4 Hours Ago
fixed 3p cake offset
4 Hours Ago
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4 Hours Ago
Optim: FPTask.Run is now 0 allocs Using reflection, manually invoke internals while sneaking in our cached callback Tests: ran unit test
4 Hours Ago
5 Hours Ago
Merge from improved_network_groups/variable_cell_size
5 Hours Ago
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5 Hours Ago
Work scene backup
5 Hours Ago
6 Hours Ago
exported edited batteringram, generic and minicopter 3p anims and updated mincopter/scrapheli/attack heli hand/foot ik targets in their entities/prefab
6 Hours Ago
added an alt version of the big button so they can be coloured.
6 Hours Ago
easter wip wallpaper textures, icons
6 Hours Ago
Wood tilable texture update
6 Hours Ago
Kitchen Modular Kit updates
6 Hours Ago
Add support for different entity ranges per entity Internally the overworld now has three overlapping network group grids with different cell sizes Players subscribe to all layers with different radii Entities can be configured with a preference for which network layer to place them on
6 Hours Ago
Icons are now processed through the backend instead of through the editor
6 Hours Ago
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Today
Merge from hab_altimeter
Today
Collision fixes, cannot mount from non-open side, stop wheels from generating power in ocean and lakes
Today
ao resize
Today
Update: add UniTask for evaluation In simle case only has 1 alloc that's not pooled, same as FPTask - will try to solve it locally first Tests: ran unit test
Today
FIx isStopped incorrectly clearing path, path is cleared on disable instead
Today
Merge from hab_altimeter
Today
Hooked up needle LODS to calc. Invert calc and change axis to work with art.
Today
merge from easter2026_dlc - bunny costume, rustige egg, 2 wallpapers
Today
Fix potential nullref in SetDestination Fix updateRotation not being used properly Use private members instead of getters internally, to avoid unwanted redirection Fixe Move not using correct navarea for raycast and sample
Today
Merge from main
Today
Better keep state of unity navmesh agent and custom navmesh agent in sync, fix offset being applied twice
Today
Fix set path earlying out incorrectly when called from SetDestination
Today
Use cleaner getter for agent
Today
Fix path follower ticking twice per frame in editor
Today
hab altimeter worldmodel lods, materials and textures
Today
edited motor/pedal bikes ik hand/feet positions
Today
Update: basic FPTask + dumb single task scheduler This gives us 1 alloc/40bytes per task baseline, but with a bit of hacking I think can bring it to 0 Tests: ran unit test
Today
set up salvaged axe skinnable and tested on workshop
Today
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Today
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Today
Updating mortar biped rig
Ensure added bones in NVGM scientist prefab are restored before pooling, fixes NRE when downed
Today
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Today
progress on vpaint, facade set dressing