137,650 Commits over 4,474 Days - 1.28cph!

Today
Harsher pausing
Today
Logging to figure out mount issue with control computer at monument
Missed files
Split pool table into client + server files to cut down on the bloat
Fix a ton of movement lag issues
Today
Add monumentblocker_barrels_100x450.entity and its related gibs and settings
Today
SatellitControlComputer.static.entity fixes and remove old disabled art
Merge from paintball_fixes
Fix paintball overalls always appearing white in third person Fixes for paintball gun entity not always having the correct visual state in third person
Today
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
Halloween costume fixes
Whitebox progress / more work on the collapsed tunnel
Today
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.
Today
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
Whitebox progress Added NPC dwelling component for testing room randomization
Today
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Today
Update: ensure PlayerPos/LocalPos/Rot/... caches are initialized to accurate values when player connects Tests: none, trivial change
Today
Clean: minor refactors - codegen Tests: none, trivial changes
Today
gamesroom shotgun trap - textures updated - material updated
Today
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+
Today
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
Today
Clean: remove last Jobs 2 code and branches Tests: compiles
Today
Clean: remove all speed and flyhack state fields on BasePlayer, rely on AH counterparts Tests: ran unit tests
Today
Renamed ConVar to apartment.adminapartmentbypass Moved the entire logic into IsAuthed Switched the variable to a replicated var for invisible blocker synchronisation Codegen
Yesterday
Merge from m16a2_viewmodel_fix
Yesterday
Compile fix
Yesterday
Merge from main
Yesterday
merge from PlayerMaintainedMonuments -> water_treatment_plant_maintainables
Yesterday
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
Yesterday
Disable saving on static control computer prefab
Yesterday
Merge from monumentisland_apartments_fix
Yesterday
Fix empty monument island loading apartments
Yesterday
Recalculate button keeps cliffs in the same location
Yesterday
2 gizmo options: 1. Distance culling 2. Select what cliffs to show gizmos for by clicking them
Yesterday
Founders Door - added gibs, double door variant
Yesterday
merge from m16a2_viewmodel_fix
Yesterday
Clean: use AH states in unit test logic Eliminates a chunk of BasePlayer AH field usage, can remove them next Tests: ran unit tests
Yesterday
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
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
Supermarket scene playable in editor
Yesterday
exported deer anims and rig
Yesterday
Try to exclude the GrabPass-SubShader of the "Standard Refraction" shader from RRP and causing error spam
Yesterday
adding new areas for trainstations, submitting for Damian to check randomization
Yesterday
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
Yesterday
Deleted first version of the backpack and reorganized folders
Yesterday
Further lower the pooltable
Yesterday
merge from darts_game
Yesterday
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
Yesterday
compile fixes