137,692 Commits over 4,474 Days - 1.28cph!

54 Minutes Ago
S2P sphere tank + HLOD
57 Minutes Ago
Added a display of which modules will be spawned on the test cars in the vehicle editor Saves having to click through into the scriptable object
1 Hour Ago
Updated dome setup with new art Moved the fuel pump models into the entity itself
2 Hours Ago
Merge from shadow_caching_tooltip_fix
2 Hours Ago
Merge from shadow_caching_framerate_fix
2 Hours Ago
Merge from shadow_caching_ambientlightlod_fix
2 Hours Ago
Merge from main
2 Hours Ago
Merge from apt_cctv_culling
2 Hours Ago
Merge from fix_trap_displacement
2 Hours Ago
Merge from fix_buffer_upload_mode
2 Hours Ago
Merge from fix_demo_culling
3 Hours Ago
Removed console input field character limit
3 Hours Ago
merge from console_inputlimit_fix
4 Hours Ago
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
4 Hours Ago
merge from jumpsuit_occupation_under_fix
Rin
4 Hours Ago
merge from abyss_hazmat_helmet_view_fix
Rin
4 Hours Ago
merge from clantable_snapping
Rin
4 Hours Ago
merge from vm_stack_size_fix
4 Hours Ago
Spotlight LOD fix
5 Hours Ago
Ensure pool ui closes in demos (when not in first person)
5 Hours Ago
Added abyss helmet meshes to SkipInFirstPersonLegs list
5 Hours Ago
merge from main
5 Hours Ago
Merge from PlayerMaintainedMonuments/powergrid
5 Hours Ago
New powerline effects turn on/off with powergrid
5 Hours Ago
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
5 Hours Ago
merge from ui_disconnect_cleanup
5 Hours Ago
Fixed nameplates and pie menu not being cleared on disconnect
6 Hours Ago
Merge from PlayerMaintainedMonuments
6 Hours Ago
Manifest
6 Hours Ago
merge from charm_craft_fix
6 Hours Ago
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
6 Hours Ago
Merge from main
Today
Adjusted rock_formation_d some more to avoid gaps
Whitebox progress
Today
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)
Today
merge from water_treatment_plant_maintainables -> PlayerMaintainedMonuments
Today
tuned up pipe watercatcher: - added preliminary sound events - adjusted water generation rate - tweaked prefab
Today
invisible water producer variant, applied to pipes, manifest
Today
remove greyboxing from water pipe prefab w/ new asset
Today
added maintainables to WTP monument scene + S2P
Today
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
Today
Slightly lowered the centre rock of rock_formation_d to prevent a terrain in the middle
Today
Fixed this mat being emissive on abandoned static env assets.
Today
Powerline indicator states, electrical FX, LODs & distance glow.
Today
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
Today
Removed redundant Unity tools entry
Today
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)
Today
Added support to the CliffSandbox scene to recalculate prefab positions based on terrain anchors, specifying what prefab name to recalculate for
Today
Added missing UnityEvent attribute on RidableHorseAduio::PlaySound