198 Commits over 61 Days - 0.14cph!
merge from PlayerMaintainedMonuments/powergrid
More adjustments to powerline pole ladder - now more forgiving, able to climb the IO box and made the radius wider, so it's harder to lose grip
https://files.facepunch.com/raul/1b3011b1/30_00-03-EnormousElephantbeetle.mp4
Fixed escape button not working in the sculpture editing dialog
Save then close the sculpting dialog when pressing escape, following behaviour of the other painting panels
merge from nameplate_dialog_fix
Added hideNametags to UIDialog, enabled it on sign and sculpture panels - makes things more robust when we want to selectively disable nametags on panels which render raw camera feed
merge from nameplate_dialog_fix
Improved performance when checking for open painting / sculpting dialogs
Fixed nameplates showing up on the painting / sculpting dialogs
merge from f1menu_blur_fix
Updated BlurManager to use SingletonComponent instead
merge from f1menu_blur_fix
Removed blurring fade when closing the F1 menu (the blur is still there, it will just update the blur instantly on close)
merge from hackweek_sv_pie_menu
No longer allow opening custom pie menus if the inventory is already open
Fixed pedestal view button not resetting correctly when toggling it, then reopening the sculpture editor
merge from hackweek_parented_ddraw
Hash ddraw object IDs from string to int client-side (behaviour remains the same)
https://files.facepunch.com/raul/1b2711b1/27_19-54-DopeyZooplankton.mp4
Adjusted powerline pole ladder collider to be able to climb it from any sides
Updated side wire colliders to use GameTrace so players can climb through but shoot it
Disable ladder collider if powerline pole does not have an IO box, no more require looking at the collider when climbing
Fixed child buttons of a non-interactable CanvasGroup gameobject not properly updating the button colors upon initially getting created
Updated cui_test "YES" button to use TopLeft tooltip position so it can be tested easily (ideally at ~30FPS)
Fixed tooltips flickering at the default position (up top) for the first frame when they are set to use a different position
Removed "HELLO" debug log in TopLeft positioned Tooltips
Improved powerline pole ladder collider; shrunk its height (4m from ~10m, 4m above ground), can only climb it from one side, required to jump to climb it, must face it forwards
https://files.facepunch.com/raul/1b2411b1/24_17-24-GoldenFreshwatereel.mp4
merge from admin_status_indicators
Fixed blurring fade when closing the menu
Before: https://files.facepunch.com/raul/1b2211b1/22_19-53-RigidOropendula.mp4
After: https://files.facepunch.com/raul/1b2211b1/22_20-02-JealousMassasauga.mp4
merge from buried_item_null_checks
Fixed ownershipShares NRE happening on modded servers with higher stacksizes
Fixed holding [USE] to open the sculpture editor drawing an unintended line on the structure as it opens
merge from hackweek_nameplate_dist_sizes
Improved ESP player nametag size updating logic
Fixed nametags seemingly floating higher above players' heads the farther you go when using autosizing
Mild cleanup in UpdateVolumeVisuals
Improved volume slider UI
Added "can close" support to `playvideo` (2nd bool argument, defaults to false)
https://files.facepunch.com/raul/1b2011b1/20_13-52-FixedHoneybee.mp4
Added volume slider to VideoPlayer (`playvideo` command panel)
Added `audio.videoplayer` ConVar, Codegen
https://files.facepunch.com/raul/1b2011b1/20_03-07-QuizzicalAsiaticwildass.mp4
Merged admin status indicators (god, creative, invis) into one UI component
Added `global.forceOffAdminStatusOverlay` which hides / shows all indicators at once
Removed older commands (`godforceoffoverlay` and `creativeforceoffoverlay`)
Shrunk admin status indicators by a bit, moved them behind the inventory, put them in a grid so there are no empty gaps
https://files.facepunch.com/raul/2026/July/20_01-06-DependableArrowcrab.gif
merge from hackweek_sv_pie_menu
Close the pie menu when running the next / prev action (if command is provided)
Added blocksRaycast available for all CUI graphic components (included in PR 92)
Use CanvasGroup fade routine when it's being created and faded-in
merge from sv_console_history
merge from sv_console_history