137,494 Commits over 4,474 Days - 1.28cph!

28 Minutes Ago
SatellitControlComputer.static.entity fixes and remove old disabled art
38 Minutes Ago
Merge from paintball_fixes
38 Minutes Ago
Fix paintball overalls always appearing white in third person Fixes for paintball gun entity not always having the correct visual state in third person
45 Minutes Ago
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
52 Minutes Ago
Halloween costume fixes
1 Hour Ago
Whitebox progress / more work on the collapsed tunnel
1 Hour Ago
sound.Add throws errors when given no "name" or "sound" fields Fix normals on Crossbow and GravGun Lod 1 Move Black Mesa Deathmatch maps into Black Mesa category + icons Fixed some Black Mesa map sounds not playing Merged Pull Requests + Cleanups * Entity.BeingLookedAtByLocalPlayer optimizations * Reset stale gamemode details on server list refresh Revert stripping player weapons on Sandbox spawn * This breaks existing addons Remove the Ragdoll Low Violence manager * Removes `g_ragdoll_lvfadespeed` * Because we don't have the low violence system enabled/exposed, it is always forced off for multiplayer anyway, so don't keep asking the system to get the same answer every time. * What the system was intended to do is just fadeout ragdolls faster. That's it. Update config_default.cfg to set convars to their defaults * mp_decals and sensitivity. Were set to 2x their default, now set to the actual default.
1 Hour Ago
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
2 Hours Ago
Whitebox progress Added NPC dwelling component for testing room randomization
2 Hours Ago
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2 Hours Ago
Update: ensure PlayerPos/LocalPos/Rot/... caches are initialized to accurate values when player connects Tests: none, trivial change
3 Hours Ago
Clean: minor refactors - codegen Tests: none, trivial changes
3 Hours Ago
gamesroom shotgun trap - textures updated - material updated
3 Hours Ago
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+
3 Hours Ago
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
3 Hours Ago
Clean: remove last Jobs 2 code and branches Tests: compiles
3 Hours Ago
Clean: remove all speed and flyhack state fields on BasePlayer, rely on AH counterparts Tests: ran unit tests
3 Hours Ago
Renamed ConVar to apartment.adminapartmentbypass Moved the entire logic into IsAuthed Switched the variable to a replicated var for invisible blocker synchronisation Codegen
4 Hours Ago
Merge from m16a2_viewmodel_fix
4 Hours Ago
Compile fix
4 Hours Ago
Merge from main
4 Hours Ago
merge from PlayerMaintainedMonuments -> water_treatment_plant_maintainables
4 Hours Ago
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
5 Hours Ago
Disable saving on static control computer prefab
5 Hours Ago
Merge from monumentisland_apartments_fix
5 Hours Ago
Fix empty monument island loading apartments
5 Hours Ago
Recalculate button keeps cliffs in the same location
6 Hours Ago
2 gizmo options: 1. Distance culling 2. Select what cliffs to show gizmos for by clicking them
6 Hours Ago
Founders Door - added gibs, double door variant
6 Hours Ago
merge from m16a2_viewmodel_fix
6 Hours Ago
Clean: use AH states in unit test logic Eliminates a chunk of BasePlayer AH field usage, can remove them next Tests: ran unit tests
6 Hours Ago
Improvements to the CliffSandbox dev scene - Select cliff prefabs from inspector dropdown - Can provide a real `.map` file, coordinate and region size to instantly generate the real terrain and cliff data from a live map for debugging - Toggleable prefab gizmos in playmode - Spawnable player-sized capsule for sense of scale
6 Hours Ago
Merge from PlayerMaintainedMonuments/powergrid
6 Hours Ago
Supermarket scene playable in editor
Today
exported deer anims and rig
Today
Try to exclude the GrabPass-SubShader of the "Standard Refraction" shader from RRP and causing error spam
Today
adding new areas for trainstations, submitting for Damian to check randomization
Today
Clean: rewrite internal unit test methods to use PlayerServerState struct Done in prep to switch to custom AH states from Jobs 3 Tests: ran unit tests
Deleted first version of the backpack and reorganized folders
Further lower the pooltable
Today
merge from darts_game
Today
Clean: got rid of Jobs 2 branches in AntiHack code - also moved serial IsSpeeding and IsFlying from AntiHack to Test.AntiHackTestsSetup Keeping them so that we can still use those to validate batched logic Tests: ran unit tests
Today
compile fixes
Merge from PlayerMaintainedMonuments/powergrid
Update supermarket freezer so new effects are toggled on/off with power S2P supermarket
- Add mouse instructions to the ui - Minor ui changes
Fix pool balls not rolling when they get slow enough
Today
merge fix
Fix the fuse gib being created every time a fuse would leave its item slot for any reason