137,829 Commits over 4,474 Days - 1.28cph!

Yesterday
Tweak turn in place settings, add response curves for ads/non ads, hook up playback speed as a parameter so we can bump it up if you're turning fast.
Rin
Yesterday
merge from jumpsuit_occupation_under_fix
Rin
Yesterday
merge from abyss_hazmat_helmet_view_fix
Rin
Yesterday
merge from clantable_snapping
Rin
Yesterday
merge from vm_stack_size_fix
Yesterday
Spotlight LOD fix
Yesterday
Ensure pool ui closes in demos (when not in first person)
Yesterday
Added abyss helmet meshes to SkipInFirstPersonLegs list
Yesterday
merge from main
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
New powerline effects turn on/off with powergrid
Yesterday
Add remaining Black Mesa map icons Some more Black Mesa entities Minor entity cleanups & fixes * Found some more necessary nullptr checks when at entity limit * Removed env_debughistory entity and its associated concommands (Already did nothing) Pull Request: Ability to hide disabled tools https://files.facepunch.com/rubat/2026/July09-2929-AlarmingJavalina.mp4
Yesterday
merge from ui_disconnect_cleanup
Yesterday
Fixed nameplates and pie menu not being cleared on disconnect
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Manifest
Yesterday
merge from charm_craft_fix
Yesterday
When crafting an item, if the prefered charm id isnt a charm, set and save it to 0 (no charm) Fixes not being able to craft items sometimes
Yesterday
Merge from main
Yesterday
Adjusted rock_formation_d some more to avoid gaps
Yesterday
Whitebox progress
Yesterday
Changed both cliff_tall_b and cliff_tall_slope_l_a 's TerrainHeightSet object properties to fix close-by cliffs sometimes carving out eachother's terrain corners and creating gaps between terrain and the cliff - Now using "Raise" mode instead of "Set" so overlapping radii take max and don't fight eachother - Increased Opacity from 0.5 -> 0.75 to make the terrain raising a little more harsh (changing to "Raise" alone didn't fix the gap completely)
Yesterday
merge from water_treatment_plant_maintainables -> PlayerMaintainedMonuments
Yesterday
tuned up pipe watercatcher: - added preliminary sound events - adjusted water generation rate - tweaked prefab
Yesterday
invisible water producer variant, applied to pipes, manifest
Yesterday
remove greyboxing from water pipe prefab w/ new asset
Yesterday
added maintainables to WTP monument scene + S2P
Yesterday
WTP maintainbles updates - gearboxes have max pwoer output optional setting - created new prefab for scene maintainables, with 3 gearboxes set to 75 max power each (200 is threshold to start tank spinning) - placeholder sound code - renamed WaterCatched debugging convar to reflect new general state - removed testing debug logs
Yesterday
Slightly lowered the centre rock of rock_formation_d to prevent a terrain in the middle
Yesterday
Fixed this mat being emissive on abandoned static env assets.
Yesterday
Powerline indicator states, electrical FX, LODs & distance glow.
Yesterday
Added player.adminsafezonelooting (disabled by default) which allows admins to loot wounded players, corpses or bags https://files.facepunch.com/raul/1b0811b1/08_19-35-CyanViperfish.mp4
Yesterday
Removed redundant Unity tools entry
Yesterday
Fixed cliff_hills_large_b poking out of terrain - Added a few more terrain anchors - Increased offset/extents of all anchors from 2 -> 2.5 to help with sloped placement (more anchors alone did not solve the example case)
Yesterday
Added support to the CliffSandbox scene to recalculate prefab positions based on terrain anchors, specifying what prefab name to recalculate for
Yesterday
Added missing UnityEvent attribute on RidableHorseAduio::PlaySound
Yesterday
merge from shield_anim_subsystem
Yesterday
Added active FX, sounds and env volume to the pipe hole.
Yesterday
Restore player anim controller I went too far with deleting shield states, we still need `shieldBlocking` for lowering hands.
Yesterday
designs for underground stations
Yesterday
rock sculpture steam id and placeholder icon
Yesterday
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Yesterday
SDF generation from shape modifications is done in the background as well, sculpting has near-zero mainthread cost now
Yesterday
fixed non-interacting single-press interactions triggering SDF rebuild
Yesterday
merge from darts_game
Yesterday
Move shields to subsystems
Yesterday
placeholder sprays for games pack, set up steam ids and unlocks
Yesterday
powerline indicator light material and textures added to powerline electric box prefab - needs hooking up
Yesterday
Prevent error spam about _EnvVolumeBuffer