161,436 Commits over 4,597 Days - 1.46cph!

28 Minutes Ago
Clean up debug options and convars, improve foliage shadow block culling, reduce cell padding
35 Minutes Ago
Clean up DrawDecals() a bit
58 Minutes Ago
Clean up DrawDecals
1 Hour Ago
Disable RRP for twitchrenderer tool
1 Hour Ago
Don't run decal pass when there are no decals.
1 Hour Ago
Info and net panels only slide out when their button is clicked, not when F1 opens or you switch back to the console
1 Hour Ago
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1 Hour Ago
Remove requirement to hold firemode button to change stock, now a single press
2 Hours Ago
Minor UI adjustments
2 Hours Ago
Fix skins not applying on thrown weapons whilst in flight Fix workshop skins still being applied if the skin application was reset during an in progress skin load
3 Hours Ago
Merge from main
4 Hours Ago
Player/horse modifier pooling. Bunch of related fixes.
5 Hours Ago
Missed lake blend texture
5 Hours Ago
Merge from gamepad_focus_nre
5 Hours Ago
Merge from main
5 Hours Ago
Control focus NRE fix
5 Hours Ago
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.
5 Hours Ago
Merge from main
5 Hours Ago
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.
Today
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Today
Merge from main
Today
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
Today
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
Today
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Fixed Tomaha snowmobile throwing an Unsupported Type error when geetting prepared
Today
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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
Today
Fixed hoppers not collecting body bags
Today
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Today
build fix
Today
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Today
Fix harmless ch47 sounds NRE when disconnecting from a server
Today
fix laser stretching in laserjobs
Today
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Today
Merge from ballista_bolt_fix
Today
Fixed ballista bolts not working (regression)
Today
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
Today
Merge from audio_import_changes
Today
Mark all animal footsteps and cow moos as decompress on load
Today
fix melee subsystem nre
Add dynamic monument map marker entity, which can change label text and position at runtime
Today
Merge fixes
Today
Merge from rustplus_remove_direct
Today
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
Today
early out water caustics where surface mask is 0 (no water)