137,104 Commits over 4,474 Days - 1.28cph!

Yesterday
merge from apartment_complex_monument
Yesterday
NPC in the basement sells master keys Added apartment.masterkeyprice convar, set to 1000 scrap for now
Yesterday
Fix not being able to respawn on a bed corpse in Softcore (the same way you can respawn on a bag)
Yesterday
merge from darts_game -> game_room_dlc
Yesterday
fix proto after merge, codegen
Yesterday
Revert to an old version of deployable snapping that didn't break every two seconds
Yesterday
Fix raid window widget showing the wrong time
Yesterday
merge from game_room_dlc
Yesterday
Add gather rate and raid window details to the softcore changelog section
Yesterday
Ensure triangle counts update this frame. Ensure we aren't counting shadow casters and that any quads are counted properly
Yesterday
looser "is this player playing" checking, was overkill & causing edge case bugs
Yesterday
ui fix
Yesterday
Fixed missing shutters of Rentable Shop C variant https://files.facepunch.com/raul/1b2911b1/Unity_ikwPIzWYPU.mp4
Yesterday
Unblock dsp_volume and remove its FCVAR_ARCHIVE * Apparently it is set by the soundscape system, so makes no sense to save it to disk Fixed an issue with bone follower physics object management
Yesterday
possible fix for clients needing to remount once after joining to throw darts
Yesterday
Switch texture memory debug vars to uint64 Make our Shotgun use sk_plr_num_shotgun_pellets * HL2DM shotgun was not using it, but HL2 one does. This is only for primary fire. Fixed an NPE crash with DebugDrawPhysCollide Unblock dsp_volume and remove its FCVAR_ARCHIVE * Apparently it is set by the soundscape system, so makes no sense to save it to disk Fixed an issue with bone follower physics object management Lets try have Sandbox strip all weapons on spawn * it already strips all ammo before giving default ammo, seems logical to also strip all weapons before giving out the default ones. Make Player's MaxArmor save across level transitions
Yesterday
increased triangle count font size and made it left aligned
Yesterday
fix scoreboard crash
Yesterday
Merge from clan_bugfixes
Yesterday
Enable clan system by default, except in hardcore
Yesterday
More fixes. S2P.
Yesterday
merge from main
Yesterday
New token for apartment upkeep panel (Lootpanel no longer reuses tool cupboard text)
Yesterday
More fixes & polish. S2P.
Yesterday
Ensure demo compatability is false to start (ensures it prompts you everytime)
Yesterday
Volume polish
Yesterday
Mid floor corridor z-flickering fix
Yesterday
main -> game_room_dlc
Yesterday
removal of unused meshes and textures
Yesterday
satellite lods
Yesterday
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Yesterday
- More shot animation work - More debugging
Yesterday
Use save version number for the clan DB file so that a new one is created with wipes instead of persisting
Yesterday
Fix BuildActionResult NREs hopefully
Yesterday
Lighting on its own dedicated culling volumes instead of with furniture.
Yesterday
Fixed missing door in Rentable Shop B when it's not rented
Yesterday
Halloween Costume setup
Yesterday
Founders Door - fixed guide mesh
Yesterday
Fixed incorrect ejecting position for small apartment (basements) https://files.facepunch.com/raul/1b2911b1/Unity_4oJfm1v308.mp4
Yesterday
over-fitting basement terrain volumes
Yesterday
Lighting cullers progress.
Yesterday
Merge from /main to /halloween_costume_2026
Yesterday
Culling tests.
Yesterday
Styling fixes for search/scrub/filtering
Yesterday
Disabled breast censorship cube on roundabout chair and swing seats
Yesterday
Merge: from renderbatch_meshlod_improv - Optim: allow culling to work on MeshLods if they have invalid RenderBatch setups - Optim: Avoid creating batches-of-1-mesh, as that inhibits Unity batching Tests: ran around apartment complex, didn't see rendering artifacts. compared standalone builds, shows 20% fps improvement on my setup
5 Days Ago
Added CSoundPatch.GetSoundName Added some physics object related safeguards Added 3 new formats for render.Capture * "rgba", "rgb" and "bgra" - each return raw image data bytes in given format Minor DMXSerializers changes from TF2 Fixed a bad check in CUtlBuffer that affected DMXConvert Reduce flickering of view mode selectors in Hammer Add safeguard to hitbox getter Hammer tweaks * info_particle_system uses its effect_name in entity report * Adjust Map Information dialog * Make Map error and Entity report dialogs wider SMG1 grenade and RPG rockets no longer hit health kit bounding boxes * Was previously done to Crossbow bolts only, but these 2 also suffer from this * Changed collision group of SMG1 grenades from COLLISION_GROUP_PROJECTILE to HL2COLLISION_GROUP_SPIT to enable it hitting health kit physics objects Implement health pred changes from TF2 SDK * Implements and adds FTYPEDESC_ONLY_ERROR_IF_ABOVE_ZERO_TO_ZERO_OR_BELOW_ETC flag to player health Print a warning if render.Capture(Pixels) fails to alloc memory Added "Portal Viz Width" option to Hammer 3D settings * Changes how thick "Load Portal File" lines are. Default is 2. Merged Pull Requests + Minor cleanups * Changing a single quote to a double quote * Micro optimizations for gmod_light * TTT: Add check for if GetHeadshotMultiplier exists on carried weapon Limit func_ladder dismount search count per ladder * So if using silly console commands the game doesn't lock up trying to check the known universe for dismount points Barnacle tweaks * Prevent barnacles trying to grab PhysGun frozen props since they'd be unable to grab those props and will just keep tugging at them forever * Heavy and frozen props will cause barnacle tongue to float above said props, not go through them * Try to prevent rare barnacle crash Minor cleanups Fixed Fast Headcrabs using Normal Headcrab health convar Fixed Think hook serverside running even if last curtime is same as current Added timer.IsPaused Minor cleanup: Make IsEntity an actual alias internally Switch Lua timers to double curtime * Seems like an important system that should have this Merged Pull Requests * Spawnmenu localized search * Turkish localization updates for TTT * Consistent stripping of bogus characters from server names * Lua implementations of TypeID and is<type> globals Added new argument to steamworks.FileInfo - bool extraInfo * If set, "description" will be up to 8000 bytes long (255 is the default), and "extra_previews" data will be fetched and returned Block some snd_ and dsp_ cvars that save to config
Yesterday
Migrating main building commons lighting into its own culler system, part 1 (WIP)
Yesterday
merge from shopfront_stringpool_warning_fix
Yesterday
Fix stringpool warning spam when hitting metal shopfront Fix interaction collider incorrect physics material