135,827 Commits over 4,474 Days - 1.26cph!
Added some help to the water catcher panel
Adjusted unlock behaviour for crude to only allow removal while the tanker is on a car lift
Fixed an infinite GUILayout issue when inspecting modular vehicles
Crude oil pump now requires powergrid to be active (level 1 for now)
Adjusted rates, spawn less per tick but much faster ticks
Created a new GenericMountableAnimationSubSystem
Designed for mountables that just use a single clip (ie. most of them)
Plays a given clip on a loop and swaps avatar mask to lower body only when a player equips an item
Updated chair_animtest to demo behaviour
Merge from satellite_crash, fixing static control computer not being mountable at launch site.
Merge from playermaintainedmonuments
Merge from monument_cc_logging
Remove control seeat from launch site
s2p
Revert rolling changes
Reduce stop threshold
Add the control chair to the control computer prefab itself
- Clean out a bunch of overly complex equidistant test code
- Setup world spline with the correct values to ensure equdistance without a seperated method
Fix mount anchor visibillity.
Fix insanely large bounds after prefab/art changes.
Merge from apartment_complex_monument
Logging to figure out mount issue with control computer at monument
Split pool table into client + server files to cut down on the bloat
Fix a ton of movement lag issues
Add monumentblocker_barrels_100x450.entity and its related gibs and settings
SatellitControlComputer.static.entity fixes and remove old disabled art
Merge from paintball_fixes
Fix paintball overalls always appearing white in third person
Fixes for paintball gun entity not always having the correct visual state in third person
refactor watertreatmentplant gearbox to be one entity instead of a gearbox+wheelswitch
- some duplicated code with the WheelSwitch but cleaner and removes bad coupling on standard fuseboxes
- it fixes most issues and removes all the jank flag-based entity toggling stuff
Whitebox progress / more work on the collapsed tunnel
Preserve order of cliff prefab operations. Run a pre-cliff baseline on the real procgen pipeline to get the state of terrain before cliffs are placed for accurate runtime recalculations. Don't move the camera when recalculating terrain
Whitebox progress
Added NPC dwelling component for testing room randomization
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Update: ensure PlayerPos/LocalPos/Rot/... caches are initialized to accurate values when player connects
Tests: none, trivial change
Clean: minor refactors
- codegen
Tests: none, trivial changes
gamesroom shotgun trap
- textures updated
- material updated
Remove a redundant copy when serializing messages to be sent to Rust+
Should fix "IOException: Tried to write beyond the buffer bounds" when sending clan info to Rust+
Added apartment.adminapartmentnoclip (replicated + enabled by default), allowing admins to noclip freely inside rented apartments
https://files.facepunch.com/raul/2026/July/07_21-15-WavyBarnacle.mp4
Clean: remove last Jobs 2 code and branches
Tests: compiles
Clean: remove all speed and flyhack state fields on BasePlayer, rely on AH counterparts
Tests: ran unit tests
Renamed ConVar to apartment.adminapartmentbypass
Moved the entire logic into IsAuthed
Switched the variable to a replicated var for invisible blocker synchronisation
Codegen
Merge from m16a2_viewmodel_fix
merge from PlayerMaintainedMonuments -> water_treatment_plant_maintainables
Added apartment.adminauthbypass ConVar (unsaved, disabled by default) which when true, it grants access to admins to rented rooms (walk in, open doors and containers)
https://files.facepunch.com/raul/2026/July/07_19-40-StarryBumblebee.mp4
Disable saving on static control computer prefab
Merge from monumentisland_apartments_fix