137,495 Commits over 4,474 Days - 1.28cph!
Add monumentblocker_barrels_100x450.entity and its related gibs and settings
SatellitControlComputer.static.entity fixes and remove old disabled art
Merge from paintball_fixes
Fix paintball overalls always appearing white in third person
Fixes for paintball gun entity not always having the correct visual state in third person
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
Whitebox progress / more work on the collapsed tunnel
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.
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
Whitebox progress
Added NPC dwelling component for testing room randomization
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Update: ensure PlayerPos/LocalPos/Rot/... caches are initialized to accurate values when player connects
Tests: none, trivial change
Clean: minor refactors
- codegen
Tests: none, trivial changes
gamesroom shotgun trap
- textures updated
- material updated
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+
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
Clean: remove last Jobs 2 code and branches
Tests: compiles
Clean: remove all speed and flyhack state fields on BasePlayer, rely on AH counterparts
Tests: ran unit tests
Renamed ConVar to apartment.adminapartmentbypass
Moved the entire logic into IsAuthed
Switched the variable to a replicated var for invisible blocker synchronisation
Codegen
Merge from m16a2_viewmodel_fix
merge from PlayerMaintainedMonuments -> water_treatment_plant_maintainables
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
Disable saving on static control computer prefab
Merge from monumentisland_apartments_fix
Fix empty monument island loading apartments
Recalculate button keeps cliffs in the same location
2 gizmo options:
1. Distance culling
2. Select what cliffs to show gizmos for by clicking them
Founders Door - added gibs, double door variant
merge from m16a2_viewmodel_fix
Clean: use AH states in unit test logic
Eliminates a chunk of BasePlayer AH field usage, can remove them next
Tests: ran unit tests
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
exported deer anims and rig
Try to exclude the GrabPass-SubShader of the "Standard Refraction" shader from RRP and causing error spam
adding new areas for trainstations, submitting for Damian to check randomization
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
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
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