137,483 Commits over 4,474 Days - 1.28cph!
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
Fix the fuse gib being created every time a fuse would leave its item slot for any reason
Stop dismounting from the pooltable ending up killing you
Darts QoL
- viewmodel rotates to aim at reticle position smoothly
- leaderboard menu is hidden in multiplayer (it's a singleplayer only feature)
- mountable headlook clamps to not look through viewmodel
pool: Resetting the game now takes a few seconds rather than instantly being able to do it
Fix darts game board breaking aux1 builds
gamesroom shotgun trap
- fix ansio setting for specgloss texture map
Enabled/Disabled states for freezer
gamesroom shotgun trap
- added guide model for consistancy
- updated prefab
- updated game model
Merge from playermaintainedmonuments
Merge from satellite_crash, keeping the monuments in conflict from this branch
merge from smallbackpack_workshop_setup - made small backpack skinnable