141,979 Commits over 4,536 Days - 1.30cph!

1 Hour Ago
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
2 Hours Ago
Clean up allocation when mounting a car
3 Hours Ago
Removed a 296b allocation every time the player zoomed in using a scope Hardened GetScopeMod to try and prevent a rare NRE
3 Hours Ago
Added TOAST explaining that a handbrake now exists in modular cars Will play a max total of 5 times whenever a player mounts the drivers seat
4 Hours Ago
Added an overlay opacity slider to the preview tool
4 Hours Ago
Merge from modular_car_handling_improvements
4 Hours Ago
split glass ak deploy bolt movement out into separate sounds so it's less spammy if you switch weapons quickly
4 Hours Ago
Adjusted steeringwheel lerp Adjsuted a couple of other steering values to match Stopped struggling multiplier applying when a car has a handbrake applied
4 Hours Ago
fixed wooden loot crate not having enough force in the gibs
4 Hours Ago
updated spike trap to fix low resolution texture on the bottom of the world model - world model is a bit bigger in size as a result. changed the guide mesh to use LOD2 instead of 3 so the spikes are present in the guide mesh https://files.facepunch.com/pilgrim/2026/September/02_00-13-LazyBlackandtancoonhound.mp4
5 Hours Ago
scaled down digital clock worldmodel by .5 for a more realistic size (looked noticeably bigger than it ought to)
5 Hours Ago
electrical fuse now has a world model - significantly cheaper than burlap sack LOD0
6 Hours Ago
merge from main
6 Hours Ago
merge from main
6 Hours Ago
update flashlight icon
6 Hours Ago
Stripped out the Windows Host-specific legacy implementation and polished the VT100 console compatibility (still backward compatible with Windows Host consoles)
Today
first pass at rabbit interest, added profiler sample marks, disabled debug cubes
Today
Fixed middle mouse reset on DNumSlider not working PR: Make playermodel editor sliders work consistently with other sliders * Specifically, the value of the slider actually matches the visual preview Fixed player breathing animation at high curtime being choppy Fixed infinite recursion with ragdoll teleportation Fixed a number of crashes with npc_hunter if its physics obj is delete Double curtime related fixes * Fixed weapon bob being choppy at high curtime * Fixed strider gunfire at high curtime * Fixed func_tank firing at high curtime * Fixed sprite animations at high curtime * Fixed gunship firing at high curtime * Fixed flying/falling NPCs being choppy mid air
Today
Phrase update
Today
merge from main
Today
merge from demo_ui_2
Today
fix scrollbar styling and presets being cut off in editor curve ui
Today
russian roulette; - fix RussianRouletteStorage CanAcceptItem - prefab updated - updated localization - ran manifest
Today
first pass on squirrel interest mechanic
Today
merge from main
Today
fix train pooling errors, add them back to tests
Today
merge from main
Today
merge from storepage_crystalAR
Today
Restored skin viewer cam fov
Today
fix glass AR refraction blurring being screen resolution dependent
Today
Disabled bullets in the mag when inspecting the viewmodel in the skinviewer cause they draw on top for whatever reason
Today
Added backdrop bg to the skin viewer so the crystal AR has something to reflect Restored viewmodel inspection
Today
merge from main to high_stakes_dlc
Today
Merge: from async_serveroccl_gen - Bugfix for exception about profiler being not available on server boot Tests: booted craggy
Today
Clean(editor): a bit more dead code removal Tests: used LoadMapTool to investigate server occlusion concerns
Today
test scene fluff
Today
support for burstcloth chains to be fixed at any arbitrary bone, allowing connections at either end
Today
arrows were supposed to gib when on the off-chance they break but they weren't being referenced properly making them just vanish but now they break. added gibbable to the arrow worldmodel
Today
Crystal AK - removed old material, adjusted worldmodel materials with better opacity and refraction levels, tweaked worldmodel lods to avoid opaque pieces/shadows culling too soon
Show the crossbow + other bows arrowhead from the reload animation instead of the network update so it lands on the same frame as the arrow
radwater_buff_2 -> main
Buff sprinkler rads by another 1.5x
Today
russian roulette; - vm for chain parts that connect to guns - reference model to help with anim of chains over the table
Today
Analogue steering support WIP
Today
world model fixes: - kick hazmat fixed missing back faces, now uses single lod texture set isntead of 4to 5 - fixed missing faces on the water pump world model - fixed divingsuit having offset texture on the world model
Today
Bunch of driving improvements + refactor. Driving control set updates.
Today
Fixed combine soldier player model material being broken by git PR: Prevent Lua errors when running gmod_admin_cleanup twice Try keeping Win7/8 support for Hammer for that one guy * Probably shouldn't bother since it affects < 0.1% of Windows users, but it's also a tiny change Added sv_standable_normal Slightly unfix DPanelSelect:OnActivePanelChanged * So it is called even when the current panel is reselected, as some existing stuff (Player Model Editor) relies on it. Still only run associated convars if the selected panel actually changed Prevent Lua errors in Player Model editor due to weird existing mods * Apparently there are mods out there that provide boolean arguments to AddValidModel's new arguments Allow matproxies without a bind function Apply potential fix for procedural bone sizing Keep a reference to custom cubemap while spawnicons are rendered Try to make spawnicon editor size with screen Added render.BindLocalCubemap * Helps custom model rendering, such as icon editor and player model selector * It takes a string as input, so it can handle HDR and non HDR cubemaps for you Adjust icon editor colors to match actual values in spawnicon rendering Draw Icon Editor spawnicon over the background Added ability to overwrite spawnicon rendering lighting * RebuildSpawnIconEx accepts "lightbox" (6 vectors) and "lights" keys (same as render.SetLocalModelLights) * Simple preview - sky is the limit on actual light setups - https://files.facepunch.com/rubat/2026/August26-3166-AcidicArgentineruddyduck.mp4 Apply 10+ loop deep error to PrePlayerDraw Fix the typo in "unlosed" file find handles error Resolve a bunch of double curtime bugs * Pretty much only relates to NPCs Add a null check in CalcDamageForceVector Fixed potential crashes with ragdolls Fixed potential crash with game.MountGMA Fix TTT erroring due to it using base gamemode panels Pull Request: Fix spawnmenu search icons sometimes not having images
Today
Clean: remove profiler disabling on boot Was temp measure code that slipped in Tests: none, trivial change
Today
Merge: from main
Today
Merge: from mt_snapshot_saving - Bugfixes for saving corpse and skipped storage boxes in Jobs 4 mode Tests: spawned and interacted with them