161,425 Commits over 4,597 Days - 1.46cph!
Player/horse modifier pooling.
Bunch of related fixes.
Missed lake blend texture
Merge from gamepad_focus_nre
Increased radius of Lake C slightly to include blends and terrain splat/sculpt. Regenerated terrain anchors with new blend based script. Slightly gentler tolerances now.
Reduced blend and increased radius of Oasis B slightly so that they marry up better. Regenerated terrain anchors with new blend-based script, should be better in super hilly spots now. S2P.
▍ ▍▋▇ ▊▊▅▅▊▆▆ ▋▌▇█▇▇▉ ▊▆▋▆▌▅
▍ ▇▇▍ ▋▌▆▅█▉▌ ▆█▇▄▅▉▆▊ █ ▉▌▉█▅▆▄▍ ▅▉▅▍▆▊▆▉▋▉ ▆█▉▇▌▋█ ▄▌▅▇▇▌█▇▆▄ ▅▋▍▋▉ ▌▇▍▌▇▌▍▌▄▉▇▍▄▆▍▅▍▌▄▄█▍ ▉▌▋▋▊▄ ▉ ▅▌▌▋▊▉▅▇ ▍▇▉▅▍ ▄▌▍▌▇ ▅▆ ▌▅▍ ▌▊▅▍ ▌▅▄▊▆▌▆▌▋ ▉▆▇▊▋▋▄██▍█ ▌▊▌▍▇█ ▌▊▄▌▍▄▉
BaseProjectiles will now always reset the hold type (and trigger the deploy animation) in third person when equipped, even if the player already had a matching weapon with the same animations equipped
Fixes the reload continuing in third person when switching between identical guns
Reworked sprint metabolism system (for next wipe, todays wipe is just the flat 10% penalty)
Increased sprintmetabolismscale to 1.3 (30%)
Scale is now decided by a new stat on armour - Sprint Effort
Added Sprint Effort to the more effective armour items - Roadsign, Heavy plate, ballistic
WIP values for now:
Metal facemask + chest plate + roadsign kilt + roadsign gloves = 100%
Heavy Plate set = 100%
Ballistic set (helmet + vest + legs) = 75%
Wood set = 40%
Naked, burlap or cloth basics = no penalty at all
thumb_up
11
thumb_down
20
Fixed Tomaha snowmobile throwing an Unsupported Type error when geetting prepared
▅▌▍▍▍▇▇▅▊ ▍▌▌ ▇▅█ ▊▇▄▄▊▅▌▄▇
Testing out converting our voice and radio streaming process to use Unity's new IAudioGenerator interface, performance seems underwhelming (our existing implementations are pretty fast)
Just parking on a branch for posterity
Fixed hoppers not collecting body bags
▍ ▊▊▌ █▌▄▄▆▋█ ▆▉▄▄▅▉▌ ▊▉▆▅▆▅▉▄▋▊ ▅█▆▆ ▇▆▄▅▍ ▉▅▇▌▌▆▄▌▌▉ ▌▌▆▅▇▇▇▇ ▌▇█▇▇▅█▍▌▉ ▆▌▆ ▄▌▆▍▊▆▊█ ▌▆▆ ▋▉▌▋▌▆▌▍▄▍▅▋
█ ▍▌▅▅▅ █▋█▍ ▅▄▄▄▄▆█▌▆▅▋▄█▆▍█▋▊▌▇▇
Fix harmless ch47 sounds NRE when disconnecting from a server
fix laser stretching in laserjobs
▇▅▅▄ ▄▄▊▄▊ ▋▌▊▆ ▄▇ ▍▊▋▆ ▊ ▆▊█ █▍▋▋▋ ▆▅▅▌▇█▇ █ █▍▋█▌▉ ▆▇ ▄▅ ▇▊ ▇█▊▅▇▅
Merge from ballista_bolt_fix
Fixed ballista bolts not working (regression)
remove stray sound anim event with no sound assigned from shears deploy
Add search utility to tech trees
https://files.facepunch.com/martynchapman/2026/November/04_22-38-LuxuriousHydatidtapeworm.mp4
Merge from audio_import_changes
Mark all animal footsteps and cow moos as decompress on load
Add dynamic monument map marker entity, which can change label text and position at runtime
Merge from rustplus_remove_direct
Linux64 client progress
* 64bit Linux clients runs
Keep Linux32 client working for SteamRT4 for now
* To be removed, probably next year
Cleanup Steamworks deploy scripts
Delete vidcfg.bin
* This file is supposed to be auto generated, and the whole system involving it is disabled anyway
Delete basehaptics.txt
* Only used for Novint Haptics system, which was removed from GMod
Remove some client related files from SRCDS distributions
* Remove bin/*.bin and bin/*.txt
* Get rid of settings/presets/ and settings/spawnlist_default/ as they serve no purpose on dedicated servers
* 360 controller cfgs, lights.rad, detail.vbsp, resources/fonts/
Added some more fields to SetSaveValue whitelist
* m_hKiller, m_hZoomOwner
early out water caustics where surface mask is 0 (no water)
increase water foam indirect lighting contribution so it's actually visible in shadow
fix turn in place rotation getting set twice per frame in first person leading to pops
▉ ▇▊▇█▄▋ ▋▆▌▅▉▅▋▉▆▊▅ █ ▋▌▅▇ ▋▍ ▅▋▅▅▌▅ █▇▅▊▅▅▄▅▍ ▉▅▋▅▅▋▉▆█▅ ▋▋▌ ▉▆█▄
Fixed landlocked lakes near the spawn beach sometimes creating valid spawn points, players can now only spawn on true beaches. Also fixes lighthouses spawning inland and not off the beach.
PlaceMonuments and SpawnHandler both use an outside-in floodfill ocean check to distinguish inland ocean topology with real connected ocean.
Extended the Rail Lift stage to also fix any floating rails (pre-existing to cs170256), this could happen at a junction where one rail goes uphill but the lower rail sculpts terrain from underneath the other.
first pass at npc routines + editor authoring
fix edge case swimmingNPC and simpleShark look rotation zero error
added "pinSlack" field to ragdolls/corpses to prevent small ragdolls stretching up to 1m past their pins
seagull corpses can now float
Update: include assetscenes in contentdir build
Back to 43k assets, 14.3GB output
Tests: build server content dirs
Fixed some compile warnings
Rename some tool project internal names
Minor cleanup
Allow m_hGoalEnt in SetSaveValue
Try to account for info_ladder_dismount inside ground
Allow m_hPhysicsEnt in SetSaveValue
* hEnemy is replaced by NPC:SetEnemy
Fixed NPC related crashes
Minor cleanups
Added Player:RunConsoleCommand
* It's serverside only, has the same limitations as Global.RunConsoleCommand
Use Player:RunConsoleCommand in some sandbox tools
Fixed citizen_sheet_bloody.vtf appearing blurry
Added icons for the 5 new TF2 maps
Only prompt quit confirm when using ALT+F4