141,163 Commits over 4,383 Days - 1.34cph!

3 Days Ago
Merge from main
3 Days Ago
Undo of 147532 - Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
3 Days Ago
Merge: from main Will need to subtract some stuffs
3 Days Ago
Remove conflicting shader directory
3 Days Ago
Fix shader errors
3 Days Ago
Set up layer structure in new prototype shader
3 Days Ago
Split StandardLayers into types and functions
3 Days Ago
merge from parent
3 Days Ago
merge from main
3 Days Ago
Cherry-pick new standard shader prototype
3 Days Ago
Added the default light cookie for spot lights and a white cubemap for point lights that don't have a light cookie assigned
3 Days Ago
Added support for custom light cookies when shadow caching is enabled
3 Days Ago
Merge from terrain_renderer
3 Days Ago
Merge from main
3 Days Ago
Fixing ocean topology floodfill not reaching certain sections behind road crossings
3 Days Ago
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
3 Days Ago
Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
3 Days Ago
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3 Days Ago
Merge from main
3 Days Ago
Fix too large farplane distance in terrain culling, adjust lod count for better gpu perf
3 Days Ago
Beancan override fixes
3 Days Ago
Fix terrain quality remapping
3 Days Ago
Fixed scientists using multiple masks at once, now matches main
3 Days Ago
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
3 Days Ago
Merge from main
3 Days Ago
Stove stuff.
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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
3 Days Ago
merge from networkgrid_iterationspeed_changes
3 Days Ago
Another null check in OnNetworkSubscribersLeave
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fix junkyard greencard spawning in desk
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3 Days Ago
Bowless Crossbow - texture update
3 Days Ago
merge from main
3 Days Ago
Fixed the 'Fire Rate' tooltip used by projectile weapons sharing the same token as the attachments
3 Days Ago
merge from render_pipeline_testing
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work around issues causing fog to be incorrect/denser than it should
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3 Days Ago
Merge: from networkgrid_iterationspeed_changes - Bugfix: handle more cases of lazy-initted net group subscribers instead of NREing Tests: none, trivial changes
3 Days Ago
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
3 Days Ago
Merge from main
3 Days Ago
Basic entry point calculation so it lands approx near target spot
3 Days Ago
Stove WIP & related materials.
3 Days Ago
Increase start height
3 Days Ago
Ice metal vest new fbx and setup
3 Days Ago
Fix
3 Days Ago
Setup some placeholder art in the prefab, initial rotation.