139,406 Commits over 4,352 Days - 1.33cph!

Today
remove janky temp sounds
Merge from worldpositiongenerator_optimise_2
More optimisations for WorldPositionGenerator - Move TryAlignToGround to be part of WorldPositionGenerator::TrySample, gets rid of the mutliple reattempts of TrySample - Skip the work in TrySample if we have determined that there can never be a valid position for the given input values
Today
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Today
trim kiosks - 2nd pass masks and materials. improvements to Kiosk E and separated out more interior/exterior
Today
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Today
3p car passenger idle anim exported
Fixed flickering hair cards in hide skirt
Today
More test prefab changes
Today
Limit watch tower placement to every ~20m
Fixed broken egg suit
Today
Adding burst cloth setup for easter bunny suit
Today
Rustige Egg H - Updated model, reducing number of meshes to 3
Today
updated secret labs chair 3p idle anim
Today
set crypt building skin to correct use stone
Today
some progress on the damaged wing
Today
Disable fallback rendering by default
Today
corpse prefab pickup correct item prefabs references
Today
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
Today
Optim: schedule tasks for batches of networkables, instead of individual ones Helps reduce alloc pressure at high counts(2x more than core count), but it's a very rare occasion (when everyone rushes to connect to a fresh server) Tests: unit tests
Today
Update: skip calling UpdateSubscriptions with 0 networkables Tests: none, trivial change
Today
merge from creative_freebuild_fix
Today
apartment door fixes. mip streaming on textures, set srgb to greyscale
Today
Optim: main thread integrates results from subs gathering tasks while waiting for them to complete Tests: unit tests
Today
Optim: allow main thread to steal one of tasks update subscription tasks Makes single-player path alloc free. Tests: unit tests
Yesterday
Merge from item_mod_radial_menu
Yesterday
merge from /indirect_instancing
Yesterday
rebase on main
Yesterday
manifest apartment doors and other prefabs in static folder updated
Yesterday
exported 3p locomotive idle anim and edited right hand grip ik position on locomotive entity
Yesterday
Optim: use persistent added/removed lists instead of pooled ones Tests: ran unit tests
Yesterday
fixed some pivot issue on door.apartment.b that had it offset compared to others
Yesterday
Bunch of refactoring, shared menu option add function, rework helper functions. Add toggle on/off translation phrases.
Yesterday
Merge: from sv_occlgroups_fix_reinit - Bugfix for ServerOcclusionGroups NRE for players with custom init flow - Unit tests Tests: ran unit tests
Yesterday
More refactor/cleanup
Yesterday
exported 3p workcart idle anim and updated left hand hold ik position in workcart entity
Yesterday
Move to a partial. Add FromOwner checks
Yesterday
Flags cleanup.
Yesterday
WIP Highlight the path the multi-unlock is going to take as a preview https://files.facepunch.com/cipeaX/2026/March/11_11-44-FormalKestrel.mp4
Yesterday
Add keybind to UI
Yesterday
exported edited 3p machete and combat knife attack anims and set shield script on sunken/combat knife entities
Yesterday
Update Firewood Prop LOD Distances and Prefabs Optimized Firewood Prop LODS
Yesterday
Merge from main
Yesterday
Merge: from serverprofiler_linux_fix - Bugfix for server profiler recoirding empty streams or infinitely recording on Linux Tests: perfsnapshot on Ubuntu
Yesterday
Bugfix: ServerProfiler - fix profiler failing to record due to uninitialized variable - release bins built from fe80de3c Tests: ran perfsnapshot on a server on ubuntu 20.04 in wsl
Yesterday
Merge from vertex_normal_debugger_tool
Yesterday
Merge from main
Yesterday
exported 3p idle anims for the arcade
Yesterday
Merge from indirect_instancing_motion_vectors
Yesterday
Merge from indirect_instancing_shutter_frame_fix