141,387 Commits over 4,505 Days - 1.31cph!

1 Hour Ago
Merge from vm_hand_spawn
1 Hour Ago
Merge from PlayerRigUpdate2
1 Hour Ago
Fixed WireTool not overriding 3p_stance-idle_relax_running
1 Hour Ago
Merge from main
1 Hour Ago
Merge from AugustQuickfire_Buffs1
1 Hour Ago
Merge from AugustQuickfire_2Pie2Furious
1 Hour Ago
Merge from car_wheel_fix
1 Hour Ago
Merge from white_firework_boomer
1 Hour Ago
Merge from new_navmesh_fixes (discarded testlist changes, will regenerate once merges are done)
1 Hour Ago
Merge from reduce_nade_stack_size
2 Hours Ago
Merge from homing_launcher_tweaks
2 Hours Ago
Merge from semi_pistol_tweaks
2 Hours Ago
Merge from launchsite_walkway
2 Hours Ago
Merge from new_achievements_sep26 (clan achievements)
2 Hours Ago
Score achievement is now awarded when earning any score, not at a threshold
3 Hours Ago
Merge from main
3 Hours Ago
Merge from tc_auth_group_tests
3 Hours Ago
Added info about the current group tax applied when hovering over the upkeep cost in the TC loot panel
4 Hours Ago
Merge from main
4 Hours Ago
Merge from marketplace_power
4 Hours Ago
Hooked up a power icon on the marketplace terminal when the marketplace isn't powered
5 Hours Ago
Merge: from main
5 Hours Ago
Bugfix: ensure coverImage is enabled when initialized after initEmpty Think it's time to move to standalone testing Tests: navigated shop UI - all tiles had images
5 Hours Ago
Added 3 apples to oak_d for now for testing Added apple to the manifest Re-implemented all the previous logic from the hackweek branch
5 Hours Ago
Bugfix: restore DLC prefab setup which caused NREs on dlc tile click - ran dyn ref assign Tests: clicked through all dlc items - all open
6 Hours Ago
merge from main
6 Hours Ago
Patrol heli, bradley, satellite crash sites get saved correctly instead of all crates disappearing when the server restarts - Enable saving on all of the crates and server gibs, the OnFire state persists - Converted satellite crates to the same LockedByEntCrate setup that heli and bradley use, got rid of TimedUnlootableCrate - Set all of the crate despawn time to 30 minutes from 60 (doesn't make sense for them to stick around longer than the gibs) - Fix heli crates landing on unloadable train wagons again (needed an extra fix now that they're saved)
6 Hours Ago
Bugfix: avoid invalidating sprites when shop opens (caused by closing page on warmup) - Moved tab opening to OnOpened, after dynamic bundle resources were loaded - also implement better handling of overwrites Too much time chasing editor boot optim skipping warmup causing weirdness Tests: could scroll in general shop page, most of the tiles were clickable, only special dlc items were throwing. Still missing icons
Today
GetDpiForWindow to GMOD_GetWindowDpi in one missed spot * Got trolled by VSCode not saving the file 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
Today
Bugfix: rename a field to let StoreBundleTool find replicated ref field - ran dyn ref & bundle assigns Tests: can click on featured tiles in store (but tile icon was still missing)
Today
some more tweaks to textures that don't need to ship 2k vram 12.0MB -> 1.0MB
Today
texture reduction pass - deployable, tools, food, component items: 71 textures touched, 38 resolutions brought down an apple had a 2k ao map at runtime vram 55.1MB -> 9.5MB
Today
Update: ran "Update UI bundle assignments" - fixed it up to skip reimporting assets with correct bundle assignations Tests: checked meta files
Today
Update: progress on reviving dynamic shop assets - restore most of ui logic to cache/uncache dynamic bundle - make storeitemdlc use dyn ref for page prefab - change store logic to create empty tiles on warmup, then fill with content once opened Tests: ran through the store in the editor. it's broken in a bunch of different ways, but seeing signs of system engaging, so progress
Today
russian roulette; - updated textures - updated material - fixed suffix naming
Today
modular car wheel fix left wheels swapped over to use wheel_b.fbx instead of flipping wheel_a.fbx, right side stays on wheel_a no more mirrored wheels on 2, 3 or 4 module - fixes the flipped normals cleared the leftover rotations on the wheels https://files.facepunch.com/pilgrim/2026/August/25_19-17-ShadowyHerculesbeetle.png
Today
basic squirrel setup
Today
merge from main
Today
Merge from attackheli_armour_damage
Today
Merge from main and heli gibs
Today
HealthThresholdToggle improvements
Launchsite / made the rocket factory ledge taller
Today
Merge from modular_car_handling_improvements
Today
merged flashlight refresh
Today
More tweaks
Today
Fix low res navmesh on ghost ships
Today
Reduce the size of the main cabin collider so it doesn't block shots through the newly exposed gaps when panels come off
Today
- updated turn on/off viewmodel anims - set up events for switch sounds in 1p and 3p - edited current 1p and 3p deploy sounds to fit new anims
Codegen
- Setup new Toggleable light weapon as a base type to cleanup the flashlight code - Prevent having to do two get components everytime TurnOffAllLights() is ran - Remove the hack in TipFlashlight