138,930 Commits over 4,474 Days - 1.29cph!

Subtractive merge from changeset 155689 Merge from MonumentBlockers
Merge from PlayerMaintainedMonuments
Merge from main
Rin
Yesterday
network++
Yesterday
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
Yesterday
Adjust walk speed and accel/deccel
Yesterday
Fix old AIs not fleeing when player is unreachable
Yesterday
Fix old AIs not fleeing when the player is unreachable
Yesterday
Fix scientists not moving or spawning in multiple locations when new navmesh is enabled, also fix old AIs moving slower
Yesterday
Fix old AIs being slower when new navmesh is enabled
Yesterday
Merge from WolfHeaddress_Workbench
Yesterday
Merge from satellite_crash
Yesterday
S2P launch site to get control computer changes
Yesterday
fix minor hitguide issues, doubled up additive cylinder, capsule not matching height
Yesterday
Enable saving on static control computer
Yesterday
Merge: from mt_snapshot_saving - Bugfix for duplicate field serialization - Bugfix for unsafe Time access on worker thread Tests: Booted into craggy
Yesterday
Bugfix: remove duplicate transformHandle property Prevents error in editor about duplicate serialization. Though the member is private and shouldn't serialize anyway? Tests: tried opening & saving the rpefab, but couldn't cause original error
Yesterday
Bugfix: use cached time snapshot for server occlusion snapshot sending Prevents Time usage in worker threads Tests: none, trivial change
Yesterday
Merge from PMM
Yesterday
merge from main
Yesterday
setup prefab for pedestal instead of direct reference to model, doesn't get caught in manifest build - built manifest
Yesterday
Merge: from main
Yesterday
M92 refresh animation polish
Yesterday
Unsaved
Yesterday
Replaced the oil rig pump switch with a 10 minute timer, should produce plenty of oil S2P oil rig
Yesterday
Added volume slider to VideoPlayer (`playvideo` command panel) Added `audio.videoplayer` ConVar, Codegen https://files.facepunch.com/raul/1b2011b1/20_03-07-QuizzicalAsiaticwildass.mp4
Yesterday
Merge from main
Yesterday
Make the editor-only feature available for admins too - NOT FOR NORMAL PLAYERS - press Z (can rebind) to swap to a second hotbar - enable "drawsecondhotbar" to render the second hotbar above the first
Yesterday
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
Yesterday
merge from hackweek_sv_pie_menu
Yesterday
Close the pie menu when running the next / prev action (if command is provided)
Yesterday
merge from main
Yesterday
Change from hover to show the inventory contents to a button top right that expands the loadout to show the inventory items - the hover panel was awkward when you had tons of loadouts on screen - controlled with convar "loadoutinventorypreview"
Yesterday
Fix compile error
Yesterday
Fix scientists not spawning in some areas
Yesterday
merge from editor_fix_cpu_affinity -> main
Yesterday
Fix cpu_affinity not working in the editor - manually grab it from the command line if provided and run it
Yesterday
Show a preview of the items in the main inventory of a loadout when hovering over it
Yesterday
merge from fix_serverport_editor -> main
Yesterday
Cleaned out old ground plane
Yesterday
Sat remains improvements.
2 Days Ago
merge from main
2 Days Ago
In the editor use server.port for the connect command (if you didn't overwrite it) so you can run multiple editors on different ports - much easier than overwriting the connect command & initialization commands inside GameSetup
3 Days Ago
Fix waiting for navmesh check on island being inverted (only trying to spawn scientists when no navmesh is there)
3 Days Ago
Prevent ghostships from checking mainland navmesh
3 Days Ago
merge from cui_updates
3 Days Ago
Added blocksRaycast available for all CUI graphic components (included in PR 92) Use CanvasGroup fade routine when it's being created and faded-in
3 Days Ago
merge from main
3 Days Ago
merge from demo_ui_2