160,377 Commits over 4,566 Days - 1.46cph!

14 Minutes Ago
update base_occlusion/foundation_offset_fix
20 Minutes Ago
Cant take the pt boat out of the deepsea (just like the other boats)
22 Minutes Ago
More Uzi 3p setup - stock and no stock anims for world model and player - w_uzi anim hooked up, now swaps between the stock/ no stock anim sets when rifle mode is is toggled - 3p anims now using a subsystem, not an overrride....so I can use multiple masks (no stock = one handed, left arm stays on locomotion, left hand comes in for the reload, stock out = two handed - removed holdtype controller (not needed now) - Stock deploy / collapse anims play when toggling between the two - 3p anim updates + deploy/collapse stock clips - uzi.entity: ProjectileAnimationSubSystem driven by the StockDeployed flag, HoldType.uzi override removed - Uzi.cs (client only): sets the rifle_mode float on the world model animator from the stock flag. Skipped while the animator is inactive, same approach as CrossbowWeapon/Handcuffs driving their world animators
43 Minutes Ago
Handle 0 byte model files crashing the game Adjust empty model file handling * Change where it bails so maybe its less error prone?
43 Minutes Ago
Cherry pick alloc fix for pool table and fishing, and fix compile error
47 Minutes Ago
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1 Hour Ago
Fix industrial pipe segments being permanently dynamic via flag on the prefab, toggle their LODs only when on a moving parent like base io lines
1 Hour Ago
merge from base_occlusion/vending_door_fix -> base_occlusion
1 Hour Ago
Update tests
1 Hour Ago
Add support for doors to be "always closed" but still treated like portals between rooms - allows vending machines to block visibility between rooms while keeping the same code as doors
1 Hour Ago
Add the "door blocker" component for base occlusion to the vending machine prefab too
1 Hour Ago
Fix entities placed in sockets (vending machines) not linking up with their sockets until stability runs (which doesn't apply for vending machines) or server restart - part of the reason vending machines didn't block occlusion: they sometimes had no links
1 Hour Ago
Fix entities that were forced dynamic due to being parented never resetting the flag when pooled and staying dynamic when reused without a parent
1 Hour Ago
Update tests to be aware of the extra faces on foundations now
1 Hour Ago
Fix a foundation surrounded by walls being connected to a foundation outside the base offset half below - add faces on the sides of foundations & rely on existing face linking behavior to work properly
1 Hour Ago
Reserialize foundation prefabs before adding new faces (for clean diff)
1 Hour Ago
added example mesh for jarryd - idea is to box’s position, dimensions and rotation Use object-name suffixes to assign physics materials, e.g. floor_01_wood uses Wood. Remove material suffixes from generated child names Place aligned colliders directly on the parent; create separate children for rotated boxes Remove the reference instance after conversion, with Undo/Redo support
1 Hour Ago
Cherry pick old animals fixes (flee when attacked from afar, do not sleep)
1 Hour Ago
UIBlurCanvasesBehind skips the capture while a CanvasGroup above is faded out
2 Hours Ago
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2 Hours Ago
Improve DImage shader replacement system * Uses case insensitive check for VertexLitGeneric, includes LightmappedGeneric now * Handles SubRect shader materials by drawing the correct part of the texture Try to have Paint tool UI with previews * https://files.facepunch.com/rubat/2026/October13-3318-SecondhandWoodborer.png 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 Update GHA actions to version 6 for Linux and Windows Add trigger_portal_cleanser to entity override whitelist Fixed a crash with render.UpdateScreenEffectTexture Remove widgets.RenderMe and properties.GetHovered serverside * widgets would just do nothing, but shouldn't exist on the server, properties.GetHovered would just error out Minor cleanups of various methods to match wiki and vice versa Fixed a couple memory leaks with multicore rendering * Mostly relates to functions such as render.UpdateScreenEffectTexture and render.PushCustomClipPlane Try downgrading actions/checkout to v5 * goddamn github man Port a fix for math.ceil/floor Add some self checks for corrupted map files "load" concommand doesn't boot you from session for missing saves * So "load quick" bind doesn't disconnect you if you accidentally press it without having a quick save Fixed ZFunc not being set when overriding depth testing Fixed regression with DPanel:OnMousePressed due to recent changes Merge Pull Requests * Make ENT:StoreOutput treat times=0 same as times=-1, making it consistent with engine entities Try to add the file path to CWin32ReadOnlyFile::FS_fread warnings Move DrawTexturedRectUV changes to a separate func * DrawTexturedRectRawUV Prediction errors on arrays include array index for ints and floats Try to add classname to CUtlRBTree overflow message Rename ErrorFromLua to ErrorNoHaltStack Added CLuaInterface::FormatError Fixed some compile warnings Allow mesh.BoneData to be called with index 2 * Weight value is ignored in this case * Mesh() global now allows 3 bone weights * Mesh:BuildFromTriangles will now read up to 3 weights, depending on the input above Added 2 new sub scopes to PhysFrame * `PhysFrame-CPhysicsEnvironment::Simulate` and `PhysFrame-VPhysicsShadowUpdate` Added OnChangedFromMin/Max to math_counter entity * Also added SetMax/MinValueNoFire inputs for it Improve error handling of Autorefresh Fixed memory leak with Windows auto refresh with symlinks * Hopefully without regressions, as the system was changed somewhat substantially Fixed a crash with inputs firing from removed triggers Fixed wrong lookup function used in Hunter NPC code Add m_hStoredPathTarget to SetSaveValue whitelist Minor Hammer code fixes Fixed wrongful error with Mesh:DrawSkinned with 52 bones Fix Folder addons being searched in mountable games/platform Add "Engine Error" to Sys_Error_Internal printf Disable some unused Bootil stuff that spits out warnings Fixed an issue with prediction error counting affecting certain fields Make "SetPos touch triggers" change opt-in via argument * This change causes infinite loops in existing addons, such as TTT. Fixed auto complete for lua_refresh_file
2 Hours Ago
rename `demo.newui` to `demo.oldui`, enable demoui2 by default. [old ui stays. we really don't have a reason to nuke it for now and there are still some people that prefer the old one.]
3 Hours Ago
Adjust empty model file handling * Change where it bails so maybe its less error prone? Fixed an issue with prediction error counting affecting certain fields Added icons for the 5 new TF2 maps
3 Hours Ago
Set "occlusion_door_immediate" to false by default (was supposed to be since we show everything within 32m)
3 Hours Ago
merge from aizone_sleep_fix
3 Hours Ago
Merge from vcc
3 Hours Ago
Merge from main
3 Hours Ago
Add special staging-only gamepad UI button option that hackily enables gamepad override just for that session. Hide all other gamepad options in the gamepad section until it is enabled.
3 Hours Ago
Fix navmesh building on top of cargoship
3 Hours Ago
Fix AI Sleep Zones not working correctly since May - race condition fix earlier this year inadvertently made any zone outside of a BaseEntity not initialise correctly (all except underwater labs) - before / after on fresh procmap: https://files.facepunch.com/ryanw/2026/October/26_19-06-IndelibleBlackrhino.png / https://files.facepunch.com/ryanw/2026/October/26_18-54-FluffyDaddylonglegs.png
3 Hours Ago
Fix sheeps starving despite a trough, their feed time was lower than cows so they wasted time shuffling with each other for a turn, now feeding time can't desync between sheep and cows
3 Hours Ago
Update: Item.UseItem now returns if the entire item was consumed - bugfix IndustrialConveyor's use-after-free of item in QuickMove path Tests: ran conveyor tests, no longer failing
4 Hours Ago
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4 Hours Ago
Optimize doors when recalculating series of connected rooms when doors are opened & closed
4 Hours Ago
merge from analytics_base_occlusion -> main
4 Hours Ago
Fix compile errors
4 Hours Ago
merge from work_queue_optims
4 Hours Ago
- anims and clips for weapons own anims, inc stock deploy + collapse, reload and fire - initial animator setup for these weapon anims - clip update of 3p idle - avatar setup for world weapon rig
4 Hours Ago
Add analytics events for rotating and flipping building blocks
4 Hours Ago
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4 Hours Ago
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5 Hours Ago
boat_scientists_improvements -> main
5 Hours Ago
Only attempt turns when we can actually see the player
5 Hours Ago
Lap interval pass on additional work queues - DroppedItemUnderwaterQueue, 0.05, keep inline (ish) with physics tick rate - BotColliderWorkQueue, 0.1, this is only refreshed every 0.2-0.3 seconds anyway
5 Hours Ago
Fix bad merge when updated before submitting livestock lamp changes
5 Hours Ago
merge from main -> base_occlusion
5 Hours Ago
merge from analytics_base_occlusion -> main
5 Hours Ago
boat_scientist_improvements -> main
5 Hours Ago
- Give up players if you've been chasing them for a while - Pursue for a max set of meters unless that player shoost you
5 Hours Ago
replicated_convar_error_change -> main