156,070 Commits over 4,536 Days - 1.43cph!

14 Days Ago
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
14 Days Ago
Clean up allocation when mounting a car
14 Days Ago
Removed a 296b allocation every time the player zoomed in using a scope Hardened GetScopeMod to try and prevent a rare NRE
14 Days Ago
Added TOAST explaining that a handbrake now exists in modular cars Will play a max total of 5 times whenever a player mounts the drivers seat
14 Days Ago
Added an overlay opacity slider to the preview tool
14 Days Ago
Merge from modular_car_handling_improvements
14 Days Ago
split glass ak deploy bolt movement out into separate sounds so it's less spammy if you switch weapons quickly
14 Days Ago
Adjusted steeringwheel lerp Adjsuted a couple of other steering values to match Stopped struggling multiplier applying when a car has a handbrake applied
14 Days Ago
fixed wooden loot crate not having enough force in the gibs
14 Days Ago
updated spike trap to fix low resolution texture on the bottom of the world model - world model is a bit bigger in size as a result. changed the guide mesh to use LOD2 instead of 3 so the spikes are present in the guide mesh https://files.facepunch.com/pilgrim/2026/September/02_00-13-LazyBlackandtancoonhound.mp4
14 Days Ago
scaled down digital clock worldmodel by .5 for a more realistic size (looked noticeably bigger than it ought to)
14 Days Ago
electrical fuse now has a world model - significantly cheaper than burlap sack LOD0
14 Days Ago
merge from main
14 Days Ago
merge from main
14 Days Ago
update flashlight icon
14 Days Ago
Stripped out the Windows Host-specific legacy implementation and polished the VT100 console compatibility (still backward compatible with Windows Host consoles)
14 Days Ago
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14 Days Ago
first pass at rabbit interest, added profiler sample marks, disabled debug cubes
14 Days Ago
Fixed middle mouse reset on DNumSlider not working PR: Make playermodel editor sliders work consistently with other sliders * Specifically, the value of the slider actually matches the visual preview Fixed player breathing animation at high curtime being choppy Fixed infinite recursion with ragdoll teleportation Fixed a number of crashes with npc_hunter if its physics obj is delete Double curtime related fixes * Fixed weapon bob being choppy at high curtime * Fixed strider gunfire at high curtime * Fixed func_tank firing at high curtime * Fixed sprite animations at high curtime * Fixed gunship firing at high curtime * Fixed flying/falling NPCs being choppy mid air
14 Days Ago
Phrase update
14 Days Ago
merge from main
14 Days Ago
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14 Days Ago
merge from demo_ui_2
14 Days Ago
fix scrollbar styling and presets being cut off in editor curve ui
14 Days Ago
russian roulette; - fix RussianRouletteStorage CanAcceptItem - prefab updated - updated localization - ran manifest
14 Days Ago
first pass on squirrel interest mechanic
14 Days Ago
merge from main
14 Days Ago
fix train pooling errors, add them back to tests
14 Days Ago
merge from main
14 Days Ago
merge from storepage_crystalAR
14 Days Ago
Restored skin viewer cam fov
14 Days Ago
fix glass AR refraction blurring being screen resolution dependent
14 Days Ago
Disabled bullets in the mag when inspecting the viewmodel in the skinviewer cause they draw on top for whatever reason
14 Days Ago
Added backdrop bg to the skin viewer so the crystal AR has something to reflect Restored viewmodel inspection
14 Days Ago
merge from main to high_stakes_dlc
14 Days Ago
Merge: from async_serveroccl_gen - Bugfix for exception about profiler being not available on server boot Tests: booted craggy
14 Days Ago
Clean(editor): a bit more dead code removal Tests: used LoadMapTool to investigate server occlusion concerns
14 Days Ago
test scene fluff
14 Days Ago
support for burstcloth chains to be fixed at any arbitrary bone, allowing connections at either end
14 Days Ago
arrows were supposed to gib when on the off-chance they break but they weren't being referenced properly making them just vanish but now they break. added gibbable to the arrow worldmodel
14 Days Ago
Crystal AK - removed old material, adjusted worldmodel materials with better opacity and refraction levels, tweaked worldmodel lods to avoid opaque pieces/shadows culling too soon
14 Days Ago
Show the crossbow + other bows arrowhead from the reload animation instead of the network update so it lands on the same frame as the arrow
14 Days Ago
radwater_buff_2 -> main
14 Days Ago
Buff sprinkler rads by another 1.5x
14 Days Ago
russian roulette; - vm for chain parts that connect to guns - reference model to help with anim of chains over the table
14 Days Ago
Analogue steering support WIP
14 Days Ago
world model fixes: - kick hazmat fixed missing back faces, now uses single lod texture set isntead of 4to 5 - fixed missing faces on the water pump world model - fixed divingsuit having offset texture on the world model
14 Days Ago
Bunch of driving improvements + refactor. Driving control set updates.
14 Days Ago
Fixed combine soldier player model material being broken by git PR: Prevent Lua errors when running gmod_admin_cleanup twice Try keeping Win7/8 support for Hammer for that one guy * Probably shouldn't bother since it affects < 0.1% of Windows users, but it's also a tiny change Added sv_standable_normal Slightly unfix DPanelSelect:OnActivePanelChanged * So it is called even when the current panel is reselected, as some existing stuff (Player Model Editor) relies on it. Still only run associated convars if the selected panel actually changed Prevent Lua errors in Player Model editor due to weird existing mods * Apparently there are mods out there that provide boolean arguments to AddValidModel's new arguments Allow matproxies without a bind function Apply potential fix for procedural bone sizing Keep a reference to custom cubemap while spawnicons are rendered Try to make spawnicon editor size with screen Added render.BindLocalCubemap * Helps custom model rendering, such as icon editor and player model selector * It takes a string as input, so it can handle HDR and non HDR cubemaps for you Adjust icon editor colors to match actual values in spawnicon rendering Draw Icon Editor spawnicon over the background Added ability to overwrite spawnicon rendering lighting * RebuildSpawnIconEx accepts "lightbox" (6 vectors) and "lights" keys (same as render.SetLocalModelLights) * Simple preview - sky is the limit on actual light setups - https://files.facepunch.com/rubat/2026/August26-3166-AcidicArgentineruddyduck.mp4 Apply 10+ loop deep error to PrePlayerDraw Fix the typo in "unlosed" file find handles error Resolve a bunch of double curtime bugs * Pretty much only relates to NPCs Add a null check in CalcDamageForceVector Fixed potential crashes with ragdolls Fixed potential crash with game.MountGMA Fix TTT erroring due to it using base gamemode panels Pull Request: Fix spawnmenu search icons sometimes not having images
14 Days Ago
merge from main