140,469 Commits over 4,505 Days - 1.30cph!

2 Months Ago
Instead of doing the timed lock as a custom entity, implement it with normal IO (Timer + Push Button) and trigger the timer with the NPC - add `testapartmentsecuritydoor` to fire off the NPC option
2 Months Ago
Added new GatherRate server convar Multiplies total resources received from ResourceDispensers and CollectibleEntities Should cover trees, nodes, collectable plants (not farmed), and harvestable corpses
2 Months Ago
Add inventory popups for items collected from reclaim functionality of rentable shop
2 Months Ago
Rename TimedAccessDoor -> TimedLock
2 Months Ago
Merge from aniso_filtering_texture_fix
2 Months Ago
Merge from Fix_odd_deployguides
2 Months Ago
Merge from clan_bugfixes
2 Months Ago
Add CCTV computer station and hidden security room in the damaged part of the apartment complex
2 Months Ago
Start adding code support for an NPC to grant access to a security system to view the contents of apartment rooms
2 Months Ago
Fixed rentable shop signs not loading on non owner clients
2 Months Ago
delete old file
2 Months Ago
get binocular effect working in RRP
2 Months Ago
Don't fail the test if the prefab has a Wearable tag but has no actual wearable (SkinViewer2.prefab for some reason?) Don't fail the test if disable rig stripping is set to true (fixes some pooling errors with burst cloth) Added all of the missing pooling components, found 95
2 Months Ago
Embrace the yeet. Ignore any network position updates whilst the held entity is hidden below the map Much safer fix for held entities potentially reappearing during gestures when they should be hidden
2 Months Ago
Attempted fix/refactor of how we hide held entities whilst performing gestures Held entities are now properly holstered/redeployed instead of being yeeted 1km below the map for the duration of the gesture. The redeploy happens instantly (same as before) Seems to work okay, seemingly only a few small issues to iron out
2 Months Ago
Better fix
2 Months Ago
Fixed break in menu item throwing server side entityref lookup error
2 Months Ago
compile fix 2
2 Months Ago
New Wearable pooling test, ensures every wearable has a poolable component
2 Months Ago
Fix military silencer not spawning in loot
2 Months Ago
1st floor and mid floor corridors LOD/COL/prefabs
2 Months Ago
url test
2 Months Ago
Fix phrases getting lost in a previous merge
2 Months Ago
Update PhraseContexts.json
2 Months Ago
fix contact shadows server compile
2 Months Ago
🥷❌
2 Months Ago
merge from render_pipeline_testing
2 Months Ago
Delete more log files if they are over 100MB Minor cleanups * Delete CTextStatsMgr, unused system that writes an unnecessary empty text file called "stats.txt" * Set sv_logdownloadlist to 0 by default, prevents generation of useless files in garrysmod/DownloadLists/ Get rid of sv_no_ain_files and do not auto send .nav and .ain to clients Delete game/steam.cfg Probably some leftover from pre SteamPipe days Move demoheader.tmp to cache/ folder Disable startup videos system * It was non functional anyway, but now we don't read an empty file on game start up Move media/mapkeys.res to settings/mapkeys.res Remove hardcoded limits from StudioMDL DMX support * For normals/textcoords/faces specifically, as the underlying arrays are no longer staticly sized. Of course it could fail elsewhere now. Stop the game shouting about ShutdownMixerControls not being in a list Accidentally fixed GameState.txt being empty all the time * I wanted to maybe remove it since it was empty, but it was being written multiple times and overwritten by an empty file at the end Improve default server log filename format * L-YYYY-MM-DD-II now, was LMMDDII which is incomprehensible Implemented sv_log_storetime (defaults to 0) * A number of hours to keep log files in /logs/ for Prevent sv_pure defaulting to mode 0 Minor cleanups Disable SRCDS status bar on Windows * lets see how many people will immediately ask to restore it Minor cleanups regarding Steamworks
2 Months Ago
Fix entrance of monument sometimes being blocked by invisible server colliders - was caused by the server double doors having their Animator stripped due to RealmedRemove not being attached to the same GameObject as the animator component
2 Months Ago
merge from fix_workshop_autoscreenshots
2 Months Ago
update workshop automatic screenshots to accomodate for steam upload limit 5mb -> 1mb
2 Months Ago
Fix disbanding clans showing up on the leaderboard
2 Months Ago
merge from prototype -> apartment_complex_monument
2 Months Ago
Updating phrases
2 Months Ago
Adjust the position of the front vendor forwards so they are easier to interact with
2 Months Ago
Move vendor & apartment building entity from the scene -> apartment_complex_core.prefab to prevent merge conflicts
2 Months Ago
2 Months Ago
refactor airfield terminals to use a "charge up" type of powering made general ChargeUpIOEntity to inherit from for this style of behaviour
2 Months Ago
Stop WaterSystem from making the scene view continuously render for no reason You can enable Always Refresh in the scene view if you want it back
2 Months Ago
merge from main
2 Months Ago
merge from main -> apartment_complex_monument/prototype
2 Months Ago
Merge from clan_tab_refresh_button
2 Months Ago
update apartment_complex_monument/prototype
2 Months Ago
merge from prototype -> apartment_complex_monument
2 Months Ago
temp
2 Months Ago
Clan score and log tabs now show last refresh time with a button to refresh the data if it has been more than 30s
2 Months Ago
When opening the spraycan reskin menu, the currently applied skin object you are looking at is now greyed out, instead of always being accessible and confusing - works with wallpaper too https://files.facepunch.com/cipeaX/2026/June/17_19-28-ScratchyBass.mp4
2 Months Ago
snapping_fixes -> main
2 Months Ago
Ability to enable/disable seat by socket height dynamically on each entity
2 Months Ago
Clean: rip out TerrainHeightMap.GetHeightsFastIndirect GetHeightsIndirect is similarly fast(~10%) and consistent at borders with GetHeight Tests: ran water level tests (but they're falsely passing)