161,564 Commits over 4,597 Days - 1.46cph!

Yesterday
BaseProjectiles will now always reset the hold type (and trigger the deploy animation) in third person when equipped, even if the player already had a matching weapon with the same animations equipped Fixes the reload continuing in third person when switching between identical guns
Yesterday
Yesterday
Yesterday
Reworked sprint metabolism system (for next wipe, todays wipe is just the flat 10% penalty) Increased sprintmetabolismscale to 1.3 (30%) Scale is now decided by a new stat on armour - Sprint Effort Added Sprint Effort to the more effective armour items - Roadsign, Heavy plate, ballistic WIP values for now: Metal facemask + chest plate + roadsign kilt + roadsign gloves = 100% Heavy Plate set = 100% Ballistic set (helmet + vest + legs) = 75% Wood set = 40% Naked, burlap or cloth basics = no penalty at all
Yesterday
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Fixed Tomaha snowmobile throwing an Unsupported Type error when geetting prepared
Yesterday
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Yesterday
Testing out converting our voice and radio streaming process to use Unity's new IAudioGenerator interface, performance seems underwhelming (our existing implementations are pretty fast) Just parking on a branch for posterity
Yesterday
Fixed hoppers not collecting body bags
Yesterday
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Yesterday
build fix
Yesterday
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Yesterday
Fix harmless ch47 sounds NRE when disconnecting from a server
Yesterday
fix laser stretching in laserjobs
Yesterday
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Yesterday
Merge from ballista_bolt_fix
Yesterday
Fixed ballista bolts not working (regression)
Yesterday
remove stray sound anim event with no sound assigned from shears deploy
Yesterday
Add search utility to tech trees https://files.facepunch.com/martynchapman/2026/November/04_22-38-LuxuriousHydatidtapeworm.mp4
Yesterday
Merge from audio_import_changes
Yesterday
Mark all animal footsteps and cow moos as decompress on load
Yesterday
fix melee subsystem nre
Yesterday
Add dynamic monument map marker entity, which can change label text and position at runtime
Yesterday
Merge fixes
Yesterday
Merge from rustplus_remove_direct
Yesterday
Linux64 client progress * 64bit Linux clients runs Keep Linux32 client working for SteamRT4 for now * To be removed, probably next year Cleanup Steamworks deploy scripts Delete vidcfg.bin * This file is supposed to be auto generated, and the whole system involving it is disabled anyway Delete basehaptics.txt * Only used for Novint Haptics system, which was removed from GMod Remove some client related files from SRCDS distributions * Remove bin/*.bin and bin/*.txt * Get rid of settings/presets/ and settings/spawnlist_default/ as they serve no purpose on dedicated servers * 360 controller cfgs, lights.rad, detail.vbsp, resources/fonts/ Added some more fields to SetSaveValue whitelist * m_hKiller, m_hZoomOwner
Yesterday
early out water caustics where surface mask is 0 (no water)
Yesterday
increase water foam indirect lighting contribution so it's actually visible in shadow
Yesterday
fix turn in place rotation getting set twice per frame in first person leading to pops
Yesterday
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Yesterday
Fixed landlocked lakes near the spawn beach sometimes creating valid spawn points, players can now only spawn on true beaches. Also fixes lighthouses spawning inland and not off the beach. PlaceMonuments and SpawnHandler both use an outside-in floodfill ocean check to distinguish inland ocean topology with real connected ocean.
Yesterday
Extended the Rail Lift stage to also fix any floating rails (pre-existing to cs170256), this could happen at a junction where one rail goes uphill but the lower rail sculpts terrain from underneath the other.
Yesterday
first pass at npc routines + editor authoring
Yesterday
fix water wheel menu NRE
Yesterday
fix edge case swimmingNPC and simpleShark look rotation zero error
Yesterday
added "pinSlack" field to ragdolls/corpses to prevent small ragdolls stretching up to 1m past their pins seagull corpses can now float
Yesterday
Update: include assetscenes in contentdir build Back to 43k assets, 14.3GB output Tests: build server content dirs
Yesterday
Fixed some compile warnings Rename some tool project internal names Minor cleanup Allow m_hGoalEnt in SetSaveValue Try to account for info_ladder_dismount inside ground Allow m_hPhysicsEnt in SetSaveValue * hEnemy is replaced by NPC:SetEnemy Fixed NPC related crashes Minor cleanups Added Player:RunConsoleCommand * It's serverside only, has the same limitations as Global.RunConsoleCommand Use Player:RunConsoleCommand in some sandbox tools Fixed citizen_sheet_bloody.vtf appearing blurry Added icons for the 5 new TF2 maps Only prompt quit confirm when using ALT+F4
Yesterday
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Yesterday
Update: use a whitelist to reduce the amount of rogue assets that make it into server ContentDir builds Shrinks builds from 16.5GB to 9.1GB (44k -> 32k assets) Tests: ran build
Yesterday
Simpler fix for the lighthouse crate spawning inside the ground, S2P lighthouse
Yesterday
Removed unused shaders and removed the GrabPass from the optimized blur shader
Yesterday
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Yesterday
merge from main
Yesterday
Removed all BiRP only subshaders that previously handled GrabPasses
Yesterday
added seagull head trophy to huntingtrophy small prefab. Added a head dispense to the seagull corpse prefab.
Yesterday
Clear unused reloadSounds array Fix not always using intended automatic fire rate whilst placed in a turret
Yesterday
fix tattoo file storage after merge from main