137,495 Commits over 4,474 Days - 1.28cph!

16 Minutes Ago
Add monumentblocker_barrels_100x450.entity and its related gibs and settings
1 Hour Ago
SatellitControlComputer.static.entity fixes and remove old disabled art
1 Hour Ago
Merge from paintball_fixes
1 Hour 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
1 Hour 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
1 Hour Ago
Halloween costume fixes
1 Hour Ago
Whitebox progress / more work on the collapsed tunnel
1 Hour 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.
3 Hours 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
3 Hours Ago
Whitebox progress Added NPC dwelling component for testing room randomization
3 Hours Ago
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3 Hours Ago
Update: ensure PlayerPos/LocalPos/Rot/... caches are initialized to accurate values when player connects Tests: none, trivial change
3 Hours Ago
Clean: minor refactors - codegen Tests: none, trivial changes
3 Hours Ago
gamesroom shotgun trap - textures updated - material updated
4 Hours 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+
4 Hours 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
4 Hours Ago
Clean: remove last Jobs 2 code and branches Tests: compiles
4 Hours Ago
Clean: remove all speed and flyhack state fields on BasePlayer, rely on AH counterparts Tests: ran unit tests
4 Hours Ago
Renamed ConVar to apartment.adminapartmentbypass Moved the entire logic into IsAuthed Switched the variable to a replicated var for invisible blocker synchronisation Codegen
5 Hours Ago
Merge from m16a2_viewmodel_fix
5 Hours Ago
Compile fix
5 Hours Ago
Merge from main
5 Hours Ago
merge from PlayerMaintainedMonuments -> water_treatment_plant_maintainables
5 Hours 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
6 Hours Ago
Disable saving on static control computer prefab
6 Hours Ago
Merge from monumentisland_apartments_fix
6 Hours Ago
Fix empty monument island loading apartments
6 Hours Ago
Recalculate button keeps cliffs in the same location
Today
2 gizmo options: 1. Distance culling 2. Select what cliffs to show gizmos for by clicking them
Today
Founders Door - added gibs, double door variant
merge from m16a2_viewmodel_fix
Today
Clean: use AH states in unit test logic Eliminates a chunk of BasePlayer AH field usage, can remove them next Tests: ran unit tests
Today
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
Merge from PlayerMaintainedMonuments/powergrid
Supermarket scene playable in editor
Today
exported deer anims and rig
Today
Try to exclude the GrabPass-SubShader of the "Standard Refraction" shader from RRP and causing error spam
Today
adding new areas for trainstations, submitting for Damian to check randomization
Today
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
Deleted first version of the backpack and reorganized folders
Further lower the pooltable
Today
merge from darts_game
Today
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
Today
compile fixes
Merge from PlayerMaintainedMonuments/powergrid
Update supermarket freezer so new effects are toggled on/off with power S2P supermarket
- Add mouse instructions to the ui - Minor ui changes
Fix pool balls not rolling when they get slow enough
Today
merge fix