141,490 Commits over 4,383 Days - 1.35cph!

Today
Rentable shop first pass setup, just setting up verison A for now Can open and close the shop via E for now Enabled/disables appropriate roots on the prefab to hide/show shutters, interior contents, etc (bonus side effect, we can disable all of the interior set dressing while the shop is closed) Spawns a shopkeeper and invisible VM when opened
Today
Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
Today
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Today
Merge from main
Today
Fix too large farplane distance in terrain culling, adjust lod count for better gpu perf
Today
Beancan override fixes
Today
Fix terrain quality remapping
Today
Fixed scientists using multiple masks at once, now matches main
Today
Fixed AI not being able to be spawned inside of WakeAI zones if in an editor scene Awake was happening before the local server was initiated and throwing an exception so it wasn't getting query events This is an issue on main but it's blocking quick testing on this branch so I'll do it here, could cherrypick this change to main if needed
Today
Merge from main
Today
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Stove stuff.
Today
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Today
Make "Invalid detail light id" into a warning Apparently some HL2 maps have bad LDR detail prop lighting lumps, triggering the bounds check Improve and fix water shader rendering * Fixes regression on existing maps that were not using realtime reflections, such as most TF2 maps. They used weird cheap & expensive water blending which is now restored * For water materials using flowmaps but NOT realtime reflections, we now apply CS:GO's envmap blending like expected. This improves visuals of water on MC:V maps Also reset reflection/refraction after reflective glass is out of view Fix newly introduced crashes with ammo HUD MC:V map icons htf_ map category Fixed scaled static props not updating render bounds * Fixes MC:V static props not rendering sometimes Fix gravity gun regression in multiplayer Give more space to secondary ammo display for 4 digits Slightly adjust default HUD colors * Slightly darker background, less eye searing text, so it's easier to see on various backgrounds * All the colors are in ClientScheme.res Enable weapon selector scrolling with too many weapons to fit on screen Preview of what it looks like: https://files.facepunch.com/rubat/2026/March31-2469-FruitfulBelugawhale.mp4
Today
merge from networkgrid_iterationspeed_changes
Today
Another null check in OnNetworkSubscribersLeave
Today
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Yesterday
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Yesterday
fix junkyard greencard spawning in desk
Yesterday
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Yesterday
Bowless Crossbow - texture update
Yesterday
merge from main
Yesterday
Fixed the 'Fire Rate' tooltip used by projectile weapons sharing the same token as the attachments
Yesterday
merge from render_pipeline_testing
Yesterday
work around issues causing fog to be incorrect/denser than it should
Yesterday
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Yesterday
Merge: from networkgrid_iterationspeed_changes - Bugfix: handle more cases of lazy-initted net group subscribers instead of NREing Tests: none, trivial changes
Yesterday
Bugfix: more null checks around lazy created subscribers - utilities in BaseNetworkable - BaseEntity.SignalBroadcast (in case npc shoots outside of players range) - TreeManager.OnTreeSpawned (in case they spawn on an empty server) Tests: none, trivial changes
Yesterday
Merge from main
Yesterday
Basic entry point calculation so it lands approx near target spot
Yesterday
Stove WIP & related materials.
Yesterday
Increase start height
Yesterday
Ice metal vest new fbx and setup
Yesterday
Fix
Yesterday
Setup some placeholder art in the prefab, initial rotation.
Yesterday
Sync installed ugprades for the player's current workbench to the client. Show icons of any installed upgrades in workbench vital UI notification panel (wip, works but looks shit - Workbench level 1 only for now) Add placeholder icons for all upgrades.
Yesterday
Frankenstein visibility
Yesterday
Frankenstein visibility
Yesterday
Merge: from networkgrid_iterationspeed_changes - Bugfix: avoid NREs from accessing uninitialized subscribers for net groups Tests: booted into craggy with server occlusion and jobs 0, 1, 2, 3 modes
Yesterday
Bugfix: avoid NREs by skipping not yet initialized subscribers for the network group Tests: booted into craggy with server occlusion and jobs 0, 1, 2, 3 modes
Yesterday
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Yesterday
Merge: from main
Yesterday
Merge: from serverprofiler_filters_april2026 - Update: remove a couple assemblies and utils from being recorded in snapshots to reduce overhead Tests: exported snapshot in Jobs 3 mode and inspected
Yesterday
* Fix wolf and tiger not jumping on foundations * Port sample position fix for ghostships to new navmesh agent * Re-add failed path vddraw
Yesterday
Update: april batch of ServerProfile filters - Release binaries built from 8643e0d9 Excludes: websocket-sharp and UniTask assemblies, Facepunch.System's Deque and TimeSpanExt classes Tests: inspected snapshot from editor in jobs 3 mode