135,862 Commits over 4,444 Days - 1.27cph!

Today
compile fix 2
Today
New Wearable pooling test, ensures every wearable has a poolable component
Today
Fix military silencer not spawning in loot
1st floor and mid floor corridors LOD/COL/prefabs
Today
url test
Today
Fix phrases getting lost in a previous merge
Today
Update PhraseContexts.json
Today
fix contact shadows server compile
Today
🥷❌
Today
merge from render_pipeline_testing
Today
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
Today
merge from prototype -> apartment_complex_monument
Today
Updating phrases
Today
Adjust the position of the front vendor forwards so they are easier to interact with
Today
Move vendor & apartment building entity from the scene -> apartment_complex_core.prefab to prevent merge conflicts
Today
refactor airfield terminals to use a "charge up" type of powering made general ChargeUpIOEntity to inherit from for this style of behaviour
Today
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
Today
merge from main
Today
merge from main -> apartment_complex_monument/prototype
Today
Merge from clan_tab_refresh_button
Yesterday
update apartment_complex_monument/prototype
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
temp
Yesterday
Clan score and log tabs now show last refresh time with a button to refresh the data if it has been more than 30s
Yesterday
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
Yesterday
snapping_fixes -> main
Yesterday
Ability to enable/disable seat by socket height dynamically on each entity
Yesterday
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)
Yesterday
Add unitask branch to run server occlusion pair gathering in parallel with useplayerupdatejobs >= 4, add tests - initial perf tests suggest ~40-50% faster execution in a 400-player scenario - consistency tests pass
Yesterday
add some additional RRP client-only guards
Yesterday
Clean: remove TerrainHeightMap.GetHeightFast, replace with GetHeight - added GetHeight(Vec2) overloads to avoid accidental GetHeight(Vec3) call via implicit conversion GetHeightFast is ~55% faster in managed land, but it's not used in very hot loops, so doubt we'll notice the difference. If we really care, we can replace it with available burst jobs. Tests: ran unit tests
Yesterday
Compile fixes, metas, codegen
Yesterday
Root motion data stuff
Yesterday
Update(tests): add TestGetHeightsIndirect_UV_Overworld and TestGetHeightsIndirect_UV_DeepSea tests Tests: ran all unit tests
Yesterday
Fix crash in DrawProcedural() due to wrong shaderPassId
Yesterday
added sprint sub system script to blunderbus,lmg,l96,m39,waterpipe shotgun,hm smg, sks entities and exported/linked unique 3p sprint idle pose for each weapon
Yesterday
merge from main
Yesterday
Update: TerrainHeightMap - redirect all height and normal calcs to go via HeightMapData impl - Renamed HeightMapData.GetHeight -> GetHeight01 Tests: all unit tests pass, perf tests results seem same
Yesterday
Glowing Wallpapers - foxfire wallpaper initial setup
Yesterday
Update: fill in some missing overloads in TerrainHeightMap - get rid of commented methods Tests: ran unit tests
Yesterday
adding roll container prop
Yesterday
Normal testv2
Yesterday
Removed Tests/Open Property Drawer Test Window Was introduced by the TMP update, never gonna use and its a stupid path
Yesterday
merge from horse_cactus_fix
Yesterday
Clean: replace GetHeightsFastIndirect with GetHeightsIndirect - also fix a bug with invalid indexing - TerrainMap<T> now exposes internal src buffer as a ReadOnly view Starting cleanup effort, rough path ahead Tests: ran unit tests
Yesterday
Fixed player dying instantly when touching a cactus while mounting a horse Could happen rarely when the rider sat on the edge of the cactus TriggerHurtEx trigger. When mounted, the mount sync force updates the player triggers every frame, so the overlap test flickered in and out of the trigger and fired OnTriggerEnter Can happen with any mountable in theory, just more common with horses TriggerHurtEx now debounces damage applied to the same entity multiple times in a single frame
Yesterday
Typo fix
Yesterday
Phrases
Yesterday
merge from PlayerMaintainedMonuments