138,853 Commits over 4,474 Days - 1.29cph!

13 Days Ago
Logging to figure out mount issue with control computer at monument
13 Days Ago
Missed files
13 Days Ago
Split pool table into client + server files to cut down on the bloat
13 Days Ago
Fix a ton of movement lag issues
13 Days Ago
Add monumentblocker_barrels_100x450.entity and its related gibs and settings
13 Days Ago
SatellitControlComputer.static.entity fixes and remove old disabled art
13 Days Ago
Merge from paintball_fixes
13 Days Ago
Fix paintball overalls always appearing white in third person Fixes for paintball gun entity not always having the correct visual state in third person
13 Days Ago
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
13 Days Ago
Halloween costume fixes
13 Days Ago
Whitebox progress / more work on the collapsed tunnel
13 Days Ago
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.
13 Days Ago
Changed both `cliff_tall_a` and `cliff_tall_c` '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) Subject2Change
13 Days Ago
Fixed broken consecutive cliff recalculations because of gameobject destroy frame order
13 Days Ago
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
13 Days Ago
Whitebox progress Added NPC dwelling component for testing room randomization
13 Days Ago
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13 Days Ago
Update: ensure PlayerPos/LocalPos/Rot/... caches are initialized to accurate values when player connects Tests: none, trivial change
13 Days Ago
Clean: minor refactors - codegen Tests: none, trivial changes
13 Days Ago
gamesroom shotgun trap - textures updated - material updated
13 Days Ago
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+
13 Days Ago
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
13 Days Ago
Clean: remove last Jobs 2 code and branches Tests: compiles
13 Days Ago
Clean: remove all speed and flyhack state fields on BasePlayer, rely on AH counterparts Tests: ran unit tests
13 Days Ago
Renamed ConVar to apartment.adminapartmentbypass Moved the entire logic into IsAuthed Switched the variable to a replicated var for invisible blocker synchronisation Codegen
13 Days Ago
Merge from m16a2_viewmodel_fix
13 Days Ago
Compile fix
13 Days Ago
Merge from main
13 Days Ago
merge from PlayerMaintainedMonuments -> water_treatment_plant_maintainables
13 Days Ago
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
13 Days Ago
Disable saving on static control computer prefab
13 Days Ago
Merge from monumentisland_apartments_fix
13 Days Ago
Fix empty monument island loading apartments
13 Days Ago
Recalculate button keeps cliffs in the same location
13 Days Ago
2 gizmo options: 1. Distance culling 2. Select what cliffs to show gizmos for by clicking them
13 Days Ago
Founders Door - added gibs, double door variant
13 Days Ago
merge from m16a2_viewmodel_fix
13 Days Ago
Clean: use AH states in unit test logic Eliminates a chunk of BasePlayer AH field usage, can remove them next Tests: ran unit tests
13 Days Ago
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
13 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
13 Days Ago
Supermarket scene playable in editor
13 Days Ago
exported deer anims and rig
13 Days Ago
Try to exclude the GrabPass-SubShader of the "Standard Refraction" shader from RRP and causing error spam
13 Days Ago
adding new areas for trainstations, submitting for Damian to check randomization
13 Days Ago
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
13 Days Ago
Deleted first version of the backpack and reorganized folders
13 Days Ago
Further lower the pooltable
13 Days Ago
merge from darts_game
13 Days Ago
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