135,727 Commits over 4,444 Days - 1.27cph!

22 Minutes Ago
Add inventory popups for items collected from reclaim functionality of rentable shop
43 Minutes Ago
Rename TimedAccessDoor -> TimedLock
51 Minutes Ago
Merge from aniso_filtering_texture_fix
52 Minutes Ago
Merge from Fix_odd_deployguides
54 Minutes Ago
Merge from clan_bugfixes
56 Minutes Ago
Add CCTV computer station and hidden security room in the damaged part of the apartment complex
58 Minutes Ago
Start adding code support for an NPC to grant access to a security system to view the contents of apartment rooms
1 Hour Ago
Fixed rentable shop signs not loading on non owner clients
1 Hour Ago
delete old file
1 Hour Ago
get binocular effect working in RRP
1 Hour Ago
Don't fail the test if the prefab has a Wearable tag but has no actual wearable (SkinViewer2.prefab for some reason?) Don't fail the test if disable rig stripping is set to true (fixes some pooling errors with burst cloth) Added all of the missing pooling components, found 95
1 Hour Ago
Embrace the yeet. Ignore any network position updates whilst the held entity is hidden below the map Much safer fix for held entities potentially reappearing during gestures when they should be hidden
1 Hour Ago
Attempted fix/refactor of how we hide held entities whilst performing gestures Held entities are now properly holstered/redeployed instead of being yeeted 1km below the map for the duration of the gesture. The redeploy happens instantly (same as before) Seems to work okay, seemingly only a few small issues to iron out
2 Hours Ago
Better fix
2 Hours Ago
Fixed break in menu item throwing server side entityref lookup error
2 Hours Ago
compile fix 2
2 Hours Ago
New Wearable pooling test, ensures every wearable has a poolable component
3 Hours Ago
Fix military silencer not spawning in loot
3 Hours Ago
1st floor and mid floor corridors LOD/COL/prefabs
3 Hours Ago
url test
4 Hours Ago
Fix phrases getting lost in a previous merge
4 Hours Ago
Update PhraseContexts.json
4 Hours Ago
fix contact shadows server compile
4 Hours Ago
🥷❌
4 Hours Ago
merge from render_pipeline_testing
5 Hours Ago
Delete more log files if they are over 100MB Minor cleanups * Delete CTextStatsMgr, unused system that writes an unnecessary empty text file called "stats.txt" * Set sv_logdownloadlist to 0 by default, prevents generation of useless files in garrysmod/DownloadLists/ Get rid of sv_no_ain_files and do not auto send .nav and .ain to clients Delete game/steam.cfg Probably some leftover from pre SteamPipe days Move demoheader.tmp to cache/ folder Disable startup videos system * It was non functional anyway, but now we don't read an empty file on game start up Move media/mapkeys.res to settings/mapkeys.res Remove hardcoded limits from StudioMDL DMX support * For normals/textcoords/faces specifically, as the underlying arrays are no longer staticly sized. Of course it could fail elsewhere now. Stop the game shouting about ShutdownMixerControls not being in a list Accidentally fixed GameState.txt being empty all the time * I wanted to maybe remove it since it was empty, but it was being written multiple times and overwritten by an empty file at the end Improve default server log filename format * L-YYYY-MM-DD-II now, was LMMDDII which is incomprehensible Implemented sv_log_storetime (defaults to 0) * A number of hours to keep log files in /logs/ for Prevent sv_pure defaulting to mode 0 Minor cleanups Disable SRCDS status bar on Windows * lets see how many people will immediately ask to restore it Minor cleanups regarding Steamworks
6 Hours Ago
merge from prototype -> apartment_complex_monument
6 Hours Ago
Updating phrases
6 Hours Ago
Adjust the position of the front vendor forwards so they are easier to interact with
Today
Move vendor & apartment building entity from the scene -> apartment_complex_core.prefab to prevent merge conflicts
Today
refactor airfield terminals to use a "charge up" type of powering made general ChargeUpIOEntity to inherit from for this style of behaviour
Today
Stop WaterSystem from making the scene view continuously render for no reason You can enable Always Refresh in the scene view if you want it back
Today
merge from main
Today
merge from main -> apartment_complex_monument/prototype
Today
Merge from clan_tab_refresh_button
Today
update apartment_complex_monument/prototype
Today
merge from prototype -> apartment_complex_monument
Today
temp
Today
Clan score and log tabs now show last refresh time with a button to refresh the data if it has been more than 30s
Today
When opening the spraycan reskin menu, the currently applied skin object you are looking at is now greyed out, instead of always being accessible and confusing - works with wallpaper too https://files.facepunch.com/cipeaX/2026/June/17_19-28-ScratchyBass.mp4
snapping_fixes -> main
Ability to enable/disable seat by socket height dynamically on each entity
Today
Clean: rip out TerrainHeightMap.GetHeightsFastIndirect GetHeightsIndirect is similarly fast(~10%) and consistent at borders with GetHeight Tests: ran water level tests (but they're falsely passing)
Today
Add unitask branch to run server occlusion pair gathering in parallel with useplayerupdatejobs >= 4, add tests - initial perf tests suggest ~40-50% faster execution in a 400-player scenario - consistency tests pass
Today
add some additional RRP client-only guards
Today
Clean: remove TerrainHeightMap.GetHeightFast, replace with GetHeight - added GetHeight(Vec2) overloads to avoid accidental GetHeight(Vec3) call via implicit conversion GetHeightFast is ~55% faster in managed land, but it's not used in very hot loops, so doubt we'll notice the difference. If we really care, we can replace it with available burst jobs. Tests: ran unit tests
Today
Compile fixes, metas, codegen
Today
Root motion data stuff
Today
Update(tests): add TestGetHeightsIndirect_UV_Overworld and TestGetHeightsIndirect_UV_DeepSea tests Tests: ran all unit tests