160,096 Commits over 4,566 Days - 1.46cph!

Today
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Today
merge from optimize_decay_frame_budget -> main
Today
merge from softcore_disable_corpses -> main
Merge from npc_phone_debug_fix
Fix convar for accessing test NPC phone conversations
Today
set up tattoo gun prefabs/anims in tools folder
More merge fixes - Codegen
Merge fixes
Today
Disable deployable corpse system in softcore Increase max TCs in softcore from 3 -> 6 - fix "changelog" in main menu not reflecting the max TC count when convar is changed
Today
Removed the fail-safe that disables shadows for lights with an AmbientLightLOD component on awake as the components have been set up wrong for a lot of lights, meaning this just causes more issues
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Fix entering play mode trying to change generate biome/place monument settings
simple_creator_v2 -> main
main -> character_customisation (breaking)
Today
merge from main
Today
Compile fix
Today
Added new locomotion and vocal sounds to the Seagull anims
New cleaned up simple map creator to replace the overengineered rubbish before - Create maps with certain monuments - Create maps with certain biomes - Force spawn one specific monument - Force spawn in specific biomes
Today
Merge: from websocket_merge_write - Optim: reduce rustrelay tcp packet overhead Tests: booted local relay server, didn't see errors during streaming
Today
Optim: websocket-sharp - merge header and payloiad into one write - release dll from 8d89ba4 commit This time on correct branch Tests: booted local relay server, didn't see errors during streaming
Today
reduced SenseComponent overhead by about half - only gather eye information once per tick rather than per entity - reduced redundant calls into CanTarget
Today
Optim: websocket-sharp - merge header and payloiad into one write - release dll from 8d89ba4 commit Tests: booted local relay server, didn't see errors during streaming
Today
adding blink animations to all customizer anims
Today
Commit some texture .meta that keep popping up
Today
Merge from vcc
Today
Fixed the additive billboard shader rendering when using an orthographic projection
Today
scrap king - updated stair blocks and colliders
Today
setting up rifle viewmodel prefab/anims
Today
Reword and invert the inventory/crafting dpad convar and UI description so it's not confusing as fuck
Today
Make surface.DrawPoly throw an error when giving invalid data * Specifically when giving it less than 3 verts Stop ropes being invisible in specific mcore circumstance * `r_queued_ropes 0; mat_queue_mode 2; gmod_mcore_test 1` is the exact scenario Restore functionality of sk_auto_reload_time * Requires gmod_suit set to 1. Value of 0 or below disables the feature. Enable ALT+F4 closing the game Make Get/SetNetworkAngles exist serverside for consistency * Also made these functions check for reasonable values Apply that getmetatable() LuaJIT fix someone wanted Handle context menu errors when "originator" panel is removed Fixed engine.LightStyle only updating static props once (Community Cont) Remove some map compile tool parameters * `-novconfig` - was non functional basically * `-vproject` - same as `-game`, irrelevant for GMod * `-x360`, `-nox360` - never existed * `-xbox` - Same as `-nodrawtriggers` + one other pointless option * Moved `-tmpout` from VVIS (doesn't exist) to VBSP (exists) * VBSP's `-virtualdispphysics` - never worked/doesn't exist * Document some undocumented VBSP params (Already documented on VDC, so nothing new) Added -noTJuncsDetail to VBSP from TF2 Apply T-Junction limit softcap (Community Contribution) * Apparently is now in TF2, prevents the compiler from just stopping Bump MAX_MAP_TEXINFO to the new TF2 limit (16k>32k) * The other changes are already in GMod Other map compile tool related changes * Remove redundant VRAD code + fix VRAD potentially adding new planes to the map * Increase limit of detail sprites added by VBSP to its new TF2 limit (2mil=>2bil) Make r_DrawBeams 2 affect sprite trails (to draw wireframe) Block envmap and lightprobe commands from Lua Replace usages of string.Explode with string.Split Properly fix env_microphone missing closed captions Make dedicated server workshop cleanup do it in correct folder * Was cleaning cache/workshop/ while saving files to cache/srcds/ * This separation helps ME PERSONALLY when running dedicated servers from the client install Fixed some dupes/saves/demos not loading * Specifically when they only have a single tag - Dupe, Save OR Demo Added more decompression self checks * Removed FastLZ fallback decompression attempt from util.Decompress - I don't think anything out there can actually hit it. Oldest dupes/saves on the workshop already use LZMA. util.Compress used LZMA since 2014 Material reading fixes Fix engine.CloseServer falsely claiming the server is shutting down Update file.Read blocklist * So it doesn't affect file and folder names in DATA path Added 9 new combine related props from licensee repo * Adjusted combine_booth_tall01b.vmt to be less extremely glossy * Preview: https://files.facepunch.com/rubat/2026/October08-3304-MeanIrishsetter.jpg Fixed missing material on that one CS:S prop and EP1 prop Make "failed to dlopen" skips case insensitive Update combine_booth_tall01b.vmt * Include $normalmapalphaenvmapmask but still commented out, just so uncommenting it makes it work better should anyone choose to do so at some point Fixed IN_MOVERIGHT/LEFT not activating from controller Fixed false positive for "SeekPut overflow" message Fixed Player:KeyDown in SP clientside not detecting controller move Fixed SetNWVarProxy callback's old value being the new value Make Entity:SetPos run trigger touch events Probably fixed Linux not building Fixed "is3DSkybox" variable not resetting when returning from hooks Fixed some missing textures on Half-Life 2: Episode 2 props Try to workaround Portal using same texture names as Ep2 Remove some unused libs from menu state Use a different delimiter for "last map" saves * One that can't naturally occur in filenames Change network transfer folder blacklist into a whitelist * Seems more logical to be this way * Also removed .ain from extension whitelist, since it's a useless for the client format that is no longer automatically sent anyway Try resolving a crash with recent change to Entity:SetPos Merged Pull Requests * Remove usage of a unnecessary Think hook in DOF post processing effect * Updated a comment in SurfaceProperties.txt Includes higher quality Eli Vance face texture from S1 repo Fixed typo in cam.End2D underflow error message
Today
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Merge from render_pipeline_testing
Today
Added support for the scene view wireframe overlays in RRP
Today
scrap king - block updates
Today
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Missed a file with 168870
Today
merge from dynamiclod_parenting_fix
Today
Fixed light occludees and LODs not being marked as dynamic when their entity is parented. Setting an entity dynamic only reached active children, so inactive renderers stayed static Fixes lamps on player boats disappearing after moving away from where they were switched on
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Submitting WIP work on random room small A to switch branches
Today
Fixed the lighting on the confetti particles
Today
wip
Today
merge from automated_testing
Today
Removed TestMethodAsync, we use TestMethod for all test methods now
Today
Building block tests checking the roof overhangs only block deployables
Today
scrap king - ramps gibs updated
Today
merge from main
Today
Fixed lights switched on beyond their culling distance flashing at full brightness before turning off
Today
merge from ambientlight_lod_fix