138,815 Commits over 4,474 Days - 1.29cph!
Enable saving on static control computer
Merge: from mt_snapshot_saving
- Bugfix for duplicate field serialization
- Bugfix for unsafe Time access on worker thread
Tests: Booted into craggy
Bugfix: remove duplicate transformHandle property
Prevents error in editor about duplicate serialization. Though the member is private and shouldn't serialize anyway?
Tests: tried opening & saving the rpefab, but couldn't cause original error
Bugfix: use cached time snapshot for server occlusion snapshot sending
Prevents Time usage in worker threads
Tests: none, trivial change
setup prefab for pedestal instead of direct reference to model, doesn't get caught in manifest build
- built manifest
M92 refresh animation polish
Replaced the oil rig pump switch with a 10 minute timer, should produce plenty of oil
S2P oil rig
Added volume slider to VideoPlayer (`playvideo` command panel)
Added `audio.videoplayer` ConVar, Codegen
https://files.facepunch.com/raul/1b2011b1/20_03-07-QuizzicalAsiaticwildass.mp4
Make the editor-only feature available for admins too
- NOT FOR NORMAL PLAYERS
- press Z (can rebind) to swap to a second hotbar
- enable "drawsecondhotbar" to render the second hotbar above the first
Merged admin status indicators (god, creative, invis) into one UI component
Added `global.forceOffAdminStatusOverlay` which hides / shows all indicators at once
Removed older commands (`godforceoffoverlay` and `creativeforceoffoverlay`)
Shrunk admin status indicators by a bit, moved them behind the inventory, put them in a grid so there are no empty gaps
https://files.facepunch.com/raul/2026/July/20_01-06-DependableArrowcrab.gif
merge from hackweek_sv_pie_menu
Close the pie menu when running the next / prev action (if command is provided)
Change from hover to show the inventory contents to a button top right that expands the loadout to show the inventory items
- the hover panel was awkward when you had tons of loadouts on screen
- controlled with convar "loadoutinventorypreview"
Fix scientists not spawning in some areas
merge from editor_fix_cpu_affinity -> main
Fix cpu_affinity not working in the editor
- manually grab it from the command line if provided and run it
Show a preview of the items in the main inventory of a loadout when hovering over it
merge from fix_serverport_editor -> main
Cleaned out old ground plane
Sat remains improvements.
In the editor use server.port for the connect command (if you didn't overwrite it) so you can run multiple editors on different ports
- much easier than overwriting the connect command & initialization commands inside GameSetup
Fix waiting for navmesh check on island being inverted (only trying to spawn scientists when no navmesh is there)
Prevent ghostships from checking mainland navmesh
Added blocksRaycast available for all CUI graphic components (included in PR 92)
Use CanvasGroup fade routine when it's being created and faded-in
Rename puppet mode to Sandbox, add hierarchy view + inspector panels, you can also add lights from the hierarchy now.
Merged Pull Requests
* Fixed spawnmenu Lua error
* Removed unnecessary material override for Ep2 Antlion Guard
Fix a crash with vehicles on level transitions
merge from fix_itemmanager_domain_reload -> main
Fix ItemManager not resetting it's newer static fields
- caused NRE when entering certain scenes with SkipDomainReload enabled
- Fixed time of day keyframes flickering when scrubbing the demo
- Fixed developer console rendering under demo2 ui.
- Allow typing values into demo options sliders by double clicking.
- Re-open options when toggling UI
- C key now cycles between the modes (the help menu)
- Bump up max blur slider.
- Tooltips (i did a bunch, i'll add more in the future)
Fix NRE in FinishLoadingRoutine
Remove debug logging "Debug.Log("Hit client yield");"
Fix attempt for the flaky rocket splash tests, added damage tolerance for blocks taking very low damage due to physics not being deterministic
merge from fix_elevator_button_restart -> main
Fix elevator buttons not working after server restart until the elevator is used
- store elevator floors as EntityRef and only resolve them when building radial menu
- remove TopFloor from being networked (keep proto field) as it wasn't used for the final radial menu implementation
Additional potential UI state/race fix
Merge from satellite_crash