141,886 Commits over 4,536 Days - 1.30cph!

36 Minutes Ago
Merge from main
3 Hours Ago
Hooked up randomisation on alien costume vm
3 Hours Ago
Merge from vm_randomisation
3 Hours Ago
Merge from main
4 Hours Ago
New milk item placeholder
4 Hours Ago
If an item id doesn't match the shortname, show an error in the inspector with a fix button
4 Hours Ago
merge from render_pipeline_testing
4 Hours Ago
client guard
4 Hours Ago
support for WaterWIndow in RRP, fixes no underwater fog when looking out submarine windows, etc
4 Hours Ago
Hooked up fur shader toggle when shearing is ready Added readytomilk and readytoshear debug commands
5 Hours Ago
ai.showstate now parents it's Ddraw labels, looks a lot smoother
5 Hours Ago
Animals can now eat from a trough, will prioritise that over grazing on grass
Today
Shearing interaction
Today
merge from main
Today
Renamed the "Horse Dung" item to just "Dung" (left the prefab/item def names referencing horse, no point changing those)
Today
Hooked up male calf prefab/material
Today
Merge from main
Today
Merge from main
Today
Show a mesh quality slider when previewing a LOD, allows us to quickly see what things look like at different quality settings
Today
Merge from footstep_heavy_armour_fix
Today
Fixed player footsteps not playing when slowed by excessive amount of armour Affects players wearing full plate set as well as diving fins while walking on land
main -> character_customisation
Today
Merge from tc_auth_group_tests (only count a codelock if it has greater than 2 users authed on it)
Today
Added LOD preview mode to the RendererLOD, MeshLOD and MeshCull inspector When enabled will run the LOD process just for that object in edit mode, so we can test LOD ranges without going into play mode Supports multi select, also draws a box around the object in the scene view with a label for it's LOD Works in prefab editing and in the scene view
Today
merge from main
Today
Planters: improved placement guide meshes - new low-poly guide meshes for large, small and triangle planters - all three were using their full LOD0 mesh as the deploy guide that was missing the soil now looks and feels way less jarring and much more satisfying https://files.facepunch.com/pilgrim/2026/August/31_23-29-IvoryMussaurus.mp4
Today
LOD pass on computer station + mixing table decor - computerstation.FBX re-exported with proper LOD meshes; computerstation.static LODGroup -> RendererLOD, deployed + apartmentcomplex variants updated for the new model - MixingTable.Decor: glassware/water existed twice - embedded invisible in the table LOD meshes and again as 9 separate LOD0-only renderers on top; re-exported as one clean 3-LOD mesh with the glass material live, 12 renderers -> 1, LODGroup -> MeshLOD
Today
fix glass portion of glass ak always rendering on top of rivers (with a caveat that may also need fixing)
Today
Add fallbacks for SurfaceGGX and WorldGGX shaders Fixed Group03m/male_05 using wrong texture directory Try to fix -tools on Linux Fix TTT erroring due to it using base gamemode panels Fixed only some Sandbox entities not spawning when looking far away * Specifically refers to Spawnmenu entity spawning, where SENTs and Weapon middle clicks were not spawning anything if the player is looking into air, while things like props, vehicles and NPCs were spawning. Now consistently works for all entity types. Try to account for addons doing weird things in ENT.SpawnFunction * Referring to spawnmenu gm_spawn* error handling notifications Potential fixes for vphysics crazy position crashes Minor changes in sound system * 0.00001% less memory usage
Today
russian roulette; - lods added - updated prefab - material updated
Today
LODGroup/RendererLOD -> MeshLOD conversion pass on vending machines, covered ch47/bradley props and tin can alarm: 129 -> 75 renderers, 23 -> 6 LODGroups, brings them into the LOD grid + occlusion culling - vendingmachine family x5: RendererLODs collapsed to MeshLODs (55 -> 33 renderers) now can occlusion cull - covered bradley/ch47 x6: LODGroups converted, wraps stay RendererLOD where materials demand it (66 -> 39 renderers); ch47_covered, ch47_covered_wrap + bradley_covered_wrap FBXs re-exported so LOD material order matches - tincan.alarm: split into frame + cans MeshLODs so the rattle anim survives (8 -> 2 renderers); worldmodel onto MeshLOD too
Today
merge from hackweek_parented_ddraw
Today
Parent DDraw objects onto the player model instead of the BasePlayer object
Today
merge from main
Today
merge from admin_status_indicators
Today
Added Infinite Ammo admin status indicator https://files.facepunch.com/raul/2026/August/31_19-35-AppropriateYosemitetoad.png
Today
better FSM way to handle critter overrideable Interested states
Today
merge from main
Today
merge from jukebox_snapping
Today
Added Jukebox deployment snapping https://files.facepunch.com/raul/2026/August/31_18-30-KeyWildebeast.mp4
Today
9 alpha-less BC7 albedo/em maps -> DXT1, 3 also halved (retro cupboard ems, m16a2_02, loot barrel): saved ~28 MB VRAM, no alpha lost no visual quality difference
Today
VGUI tweaks * Make Lua panels never overlap main menu (except for modal panels, TBD) * Clientside DrawOverlay is no longer called from menu overlay panel * DrawOverlay and CaptureVideo hooks use pooled strings * DrawOverlay and PostRenderVGUI are now called just before main menu rendering (PostRender still is called after, TBD) * Disable PreRender return value while main menu is open Minor cleanup - give internal GMod panels better names Move PostRender hook slightly earlier to never cover up main menu * Specifically just before rendering the overlay panels/hooks (DrawOverlay/PostDrawVGUI), exactly where ClientMode::PostRender is called Add caller info to "MapIO infinite loop" warning (if available) Minor adjustments to detailobject system from CS:GO * No functional changes, just maybe 0.001% faster loading times Draw Lua panels behind main menu when it is open Reduced DMenuBar spacing, removing it from the left side Fixed DToolTip spamming PerformLayout from engine * This was always happening, but was invisible before recent DrawOverlay changes. Now directly call PerformLayout to set/update the size, without going through the engine Fixed DMenuOption spamming InvalidateLayout * Another previously invisible issue * Fixed DLabel:SetDisabled always calling InvalidateLayout(), even when the enabled value did not change. This is consistent with engine Label:SetEnabled behavior Try to make Entity:IsPlayerHolding more reliable Re-export fixed combine soldier player model textures * Fixes green tint from VTFEdit export that I forgot about Experimental error handling for Sandbox spawn concommands * gm_spawn commands give player a notification when they fail, stating the failure reason * This should hopefully help understand why it seems to not work sometimes? Make seat jeep animation default to 0.5, not 0 Rework how Lua panels are put behind the main menu * Fixes that one server having issues (probably not the only one), fixes spawnmenu getting rendered in save previews Remove "VehicleMemDupe" entity modifier * Appears to really just do nothing Minor cleanups Fixed green tint on group03 male player model texture Minor adjustments to CEF implementation * Added some safeguards in resource handlers * Added mime type translations for gif, webm, mp4 Remove "Hinge Axis (Non functional)" field from prop_door_rotating Fixed a crash with failing to create `physics_entity_solver` entity Try to fix -tools on Linux
Today
Fixed igniter and tesla coil damage tests failing since the last optim
Today
Improve carvable pumpkin deployment
Today
Batteries now add drain for the power actually reaching them Updated tests
Today
Regenerated MaterialIndex.json - was dated Aug 2021, so Tools/Optimize/Find Material Optimzations had been reporting 5-year-old state. Fresh scan covers 9,055 materials and flags 164 with compression savings (84 unique textures, ~68 MB VRAM potential) for example m16a2 ao on high quality compression = 1.3mb, normal compression with no visual cost = 0.7mb First pass on the free wins: 15 alpha-less DXT5/BC7 textures -> DXT1, ~13 MB VRAM, no quality cost - m2bradley mainbody/armor: removed DXT5 standalone override (5.3 MB) - m16a2 AOs x3, flamethrower AO: HQ -> Normal compression (5.3 MB) - workbench upgrade AOs x2, apartment door mats AO, crate_2/gib/webbing AOs: HQ -> Normal compression (2.2 MB)
Today
Fixed wonky spark material offset. (Satchel charge and others...)
Today
Fixed circuits dirtied mid tick not being handled in that same tick
Today
merge from espcanvas_autosize_clan_fix
Today
Improved alignment of the clan text UI on the player nameplates when it's auto-sized https://files.facepunch.com/raul/2026/August/31_15-28-SatisfiedMonarch.mp4